1138250-Monster Options Talents v1.08
1138250-Monster Options Talents v1.08
1138250-Monster Options Talents v1.08
MONSTER TALENTS
By
DRAGONIX
Design About this Book (v1.08)
Dragonix DM Options: Monster Talents is the third book
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about the Talents concept. The first two books
Cover Art (Character Options: Talents and Character Options:
Sandeson Gonzaga Talents II) have been successful and made a huge
impact to a lot of players' gaming experience.
Interior Art However, it did have balance issues that a DM had
Sandeson Gonzaga to address. And this book will finally help the
Arcana Games' Character Stock Art DM do that. This time, the talents are not for the
Gary Dupuis players (well, most of it, see Chapter 3). This time,
DMG Creator Resource Art it's the DM who gets to have the fun choosing and
playing around with feat-like options for monsters.
Playtesters This book covers the creatures from the Monster
Mycko David, Kirby Gonzaga, Teddy Gonzaga, Marky Erquiza, James Manan-
sala, Marco Pasamba, Jeff Quilala, Raffy San Antonio, TJ Sese, Teejay Suaring, Manual book, providing several talents to choose
Michael Tiongson, Dave Young, Rowell Zaragoza, Rowena Zaragoza from for each critter, depending on their CR. The
higher the creature's CR, the more talents they can
About the Cover have and the bigger their selection. As a result,
I wanted the cover for this book to be special, and at you'll have plenty of options to make the tired
the same time, wanted to pay tribute to the classic D&D and typical encounters your players have gone
books. This was about monsters so I looked at the accustomed to dealing with suddenly fresh and
classic Monster Manual covers. Nothing jumped at me exciting. With talents like the Stirge's insidious
until I saw the classic Players Handbook cover by David
Anesthetic Bite, the Beholder's obnoxious Redirect
Trampier. I thought, what if the devil statue was actual-
ly a golem? So I commissioned Sandy Gonzaga as usual Central Eye, the Balor's destructive Meteor Strike,
and asked him, if that statue is a golem and it is about the Tarrasque's terrifying Disintegration Breath,
to come alive to deal with the interlopers, what would it and the truly horrifying rage-quit inducing Potent
look like 5 seconds later? The result is what you see. Antennae of the Rust Monster to arm your monsters
with, you'll have a delightful time tormenting and
shocking your players.
If you didn't purchase the Character Options:
Talents books, don't fret. This book can still
provide you with ideas on how to create or
customize your monsters. To help with this, take
a look at the Elite Monster template provided in
Chapter 4 and some elite creature samples. With
over 150 pages of talents, you'll find a lot you can
use here! Enjoy!
Acknowledgement
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trade-
marks of Wizards 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.
1
Introduction Talent Descriptions
Below is the format for talent descriptions:
What are Monster Talents?
M
onster Talents are extraordinary aspects Monster Name
of a creature’s abilities, background,
The name of the monster followed by its CR and
personality, physique, proficiencies, and
the number of talents it can haves. A list of talents
features. They offer a means for you to improve a
available to that monster will be shown below it.
creature's current existing abilities or provide it
with new capabilities. Type: The talent type (Trait, Action, Reaction, or
Even if you don't use the Player Options: Talents Legendary Action).
books, you can still use this as a resource, like Talent Cost: The count value of the talent. If this
a DM's tool kit, for creating new creatures or entry is absent, it means the talent counts as 1
modifying existing ones to suit your adventures. talent. Otherwise, some talents have a cost of 2 or
Be careful though that giving creatures multiple 3. This means they count as 2 or 3 talents if you
talents, especially ones that provide extra actions, take it. For example, the aboleth can have 4 talents.
resistances, or improved damage capabilities, It if acquires the talent Innate Spellcaster (Psionics),
can increase their difficulty. You should consider which costs 2 talents, this means the aboleth
increasing their CR by 1 or even 2 after adding can only have 2 more talents. If it acquires Slime
talents. Sphere, which also costs 2, then it would end up
with only those 2 talents.
Prerequisite: This could be a monster type, a
certain feature or ability, another talent or talents.
Types of Talents This entry is absent if a talent has no prerequisite.
U
nlike the talents presented in the Character
Options: Talents books, there are only four
types of talents here, each categorized on
How many Talents does it have?
T
how they are supposed to be used. They are Traits,
Actions, Reactions, and Legendary Actions. he number of talents a creature has is equal
Traits. The most common talent type. They to one third the creature's CR plus one,
are often characterized as a passive talent, such rounded down. Consult the table below for
as improvements to existing abilities, added exact details. Of course, as the DM you can choose
resistances, or new ongoing effects like auras. to give fewer or more talents. However, giving
Others are features like innate spellcasting abilities, more than what's listed below can be dangerous
options that require it to take a bonus action, or unless you increase the creature's CR.
even grant a monster Legendary Actions!
Action. A talent that provides the creature with the Creature Number Creature Number
CR of Talents CR of Talents
use of an action, such as a breath attack or spell like
Up to 1 1 16 6
ability. Some actions can be used each turn while
2 1 17 6
others have charges or limits per day. 3 2 18 7
Reaction. A talent that provides the creature with 4 2 19 7
the use of a reaction. 5 2 20 7
Legendary Action. A talent that provides the 6 3 21 8
7 3 22 8
creature with the use of a legendary action. 8 3 23 8
Legendary actions will always come with a cost. 9 4 24 9
10 4 25 9
11 4 26 9
12 5 27 10
13 5 28 10
14 5 29 10
15 6 30 11
2
Table of Contents
Chapter 1 Intellect Devourer, Invisible Tarrasque, Thri-Kreen, Treant,
Monster Manual Creatures Stalker. Troglodyte, Troll.
A J U
Aarakocra, Aboleth, Angels, Jackalware. Umber Hulk, Unicorn.
Animated Objects, Ankheg, Azer.
K V
B Kenku, Kobolds, Kraken, Kuo-toa. Vampires.
Banshee, Basilisk, Behir,
Beholders, Blights, Bugbears, L W
Bulette. Lamia, Lich, Lizardfolk, Water Weird, Wight, Will-o'-wisp,
Lycanthropes. Wraith, Wyvern.
C M X
Cambion, Carrion Crawler,
Magmin, Manticore, Medusa, Xorn.
Centaur, Chimera, Chuul, Cloaker,
Mephits, Merfolk, Merrow, Mimic,
Cockatrice, Couatl, Cyclops. Y
Mindflayer, Minotaur, Modrons,
D Mummies, Myconids. Yetis, Yuan-ti, Yugoloths.
Darkmantle, Death Knight, Z
Demilich, Demons, Devils,
N
Nagas, Nightmare, Nothic. Zombies.
Dinosaurs, Displacer Beast,
Doppleganger, Dracolich, Dragon, O
Shadow, Dragons, Dragon Turtle,
Ogres, Oni, Oozes, Orcs, Otyugh,
Chapter II
Drider, Dryad, Duergar. Miscellaneous Monsters
Owlbear.
E Death Dog, Dire Wolf, Giant Ape,
Elementals, Elves: Drow,
P Giant Boar, Giant Hyena, Giant
Peryton, Piercer, Pixie, Crocodile, Giant Scorpion, Giant
Empyrean, Ettercap, Ettin, Faerie
Pseudodragon, Purple Worm. Shark, Lion/Tiger, Mammoth,
Dragon, Flameskull, Fomorian,
Phase Spider, Polar Bear, Sabre-
Fungi.
Q toothed Tiger, Winter Wolf, Wolf/
G Quaggoth. Worg.
Galeb Duhr, Gargoyle, Genies,
Ghost, Ghouls, Giants, Gibbering
R Chapter III
Rakshasa, Remorhazes, Revenant,
Mouther, Githyanki, Githzerai, Character Races
Roc, Roper, Rust Monster.
Gnolls, Gnome, Deep, Goblins,
Golems, Gorgon, Grell, Grick, Aasimar, Firbolg, Goliath, Kenku,
Griffon, Grimlock.
S Lizardfolk, Tabaxi, Triton.
Sahuagin, Salamanders,
H Satyr, Scarecrow, Shadow,
Shambling Mound, Shield
Hags, Harpy, Hellhound, Helmed
Guardian, Skeleton, Slaadi,
Horror, Hippogriff, Hobgoblins,
Spectre, Sphinxes, Sprite, Stirge,
Homunculus, Hook Horror,
Succubus/Incubus.
Hydra.
I T
3
Chapter 1. Monster Manual Creatures
T
his chapter covers every creature listed in Improved Dive Attack
the Monster Manual. Under each creature's Type: Trait.
name is the number of talents it has followed
If the aarakocra is flying and dives at least 30 feet
by a list of available talents the creature can have.
straight toward a target and then hits it with a
melee weapon attack, the target takes an extra
3 (1d6) damage and must succeed on a DC 10
Aarakocra Strength saving throw or be knocked prone.
The aarakocra (CR 1/4) can have 1 talent.
Multiattack
Flyby Type: Trait.
Type: Trait.
The aarakocra makes two attacks: one with its
The aarakocra doesn't provoke an opportunity javelin and one with its talon.
attack when it flies out of an enemy's reach.
4
Aboleth attacks: three with its tentacles and one with its
The aboleth (CR 10) can have 4 talents. tail.
Slime Sphere
Type: Legendary Action (Costs 2 Actions).
Slime Sphere. The aboleth conjures a ball of acidic
slime that explodes at a point it can see within 120
feet of it. Each creature in a 20-foot-radius sphere
centered on that point must make a DC 14 Strength
saving throw. On a failed save, the target takes 14
(4d6) acid damage and is restrained, or half as
much damage and isn't restrained on a successful
one. A restrained creature takes 10 (3d6) acid
damage at the start of each of the Aboleth's turns.
A restrained creature can use an action to
perform a DC 14 Strength (Athletics) or Dexterity
(Acrobatics) check, ending the effect on itself on a
success.
Tail Bash
Type: Trait.
If the aboleth's tail attack roll against a target
succeeds by 5 or more, the target must make a DC
14 Constitution saving throw or be stunned until
the end of the aboleth's next turn.
5
Angel
Angelic Presence
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
While the angel has more than half of its hit points,
all melee and ranged attacks made against the Talent Cost: 2 (Counts as 2 Talents).
angel have disadvantage. Prerequisite: Solar.
The solar can take 1 additional legendary action
before the start of its next turn. The solar can
Aura of Radiance retake this talent up to two additional times. The
Type: Trait. additional legendary action stacks.
A hostile creature that starts its turn within 5 feet
of the Angel takes 4 (1d8) radiant damage.
Flyby
Type: Trait.
Angel of Vengeance The angel doesn't provoke an opportunity attack
Type: Trait. when it flies out of an enemy's reach.
Once per short or long rest, the angel can take a
bonus action to mark a target hostile creature it can
see within 10 feet of it. The angel gains advantage Guardian Angel
on attack rolls against the creature for 1 minute or Type: Reaction.
until it drops to 0 hit points or is incapacitated.
When a creature the angel can see hits an ally with
an attack and that ally is within 30 feet of the angel,
the angel moves up to half its flying speed toward
Burst of Healing the ally. If the angel ends its move with 5 feet of the
Type: Action. ally, it can add 4 to the AC of the ally against one
The angel expends three uses of its Healing Touch attack that would hit it. To do so, the angel must be
and each creature within 20 feet of the angel within 5 feet of its ward, see the attacker, and be
regains hit points and is freed of any curse, disease, wielding a melee weapon.
poison, blindness, or deafness, as if targeted by the
angel's Healing Touch feature.
Improved Angelic Weapons
Type: Trait.
Extra Legendary Action The radiant damage dealt by the angel's weapon is
Type: Trait. increased by 9 (2d8).
6
Improved Aura of Radiance The animated object has advantage to Initiative
Type: Trait. rolls and Wisdom (Perception) checks.
Prerequisite: Aura of Radiance.
A hostile creature that starts its turn within 10 feet
Magic Weapons
of the angel takes 9 (2d8) radiant damage.
Type: Trait.
The animated object's weapon attacks are magical.
Regeneration ___________________________________________________________
Type: Trait.
The angel regains 10 hit points at the start of its
turn if it has at least 1 hit point. lf the angel takes
necrotic damage, this trait doesn't function at the
start of the angel's next turn. Ankheg
The ankheg (CR 2) can have 1 talent.
When the angel makes a successful saving throw The ankheg is resistant to piercing and slashing
against a spell, or a spell attack misses it, the damage from nonmagical weapons that aren't
angel can choose another creature (including the adamantine.
spellcaster) it can see within 30 feet of it. The spell Rising Burst (Recharge 6)
targets the chosen creature instead of the angel. If Type: Action.
the spell forced a saving throw, the chosen creature
makes its own save. If the spell was an attack, the
attack roll is rerolled against the chosen creature.
Animated Objects
An animated object can have 1 talent.
Ever Vigilant
Type: Trait.
7
The ankheg bursts out from underneath its victims. become restrained until the end of the azer's next
This sprays rock and dirt into the air and causes the turn.
ground around it to shake violently. Each creature
standing within that 20-foot cube area centered
on the ankheg must make a DC 13 Strength saving Hurl Flame
throw. A creature takes 11 (2d10) bludgeoning Type: Action.
damage and is knocked prone on a failed save, or
The azer can use Hurl Flame.
half as much damage and isn't knocked prone on
a successful one. Additionally, the ground in that Hurl Flame. Ranged Spell Attack: +5 to hit, range
area becomes difficult terrain until cleared. Each 60 ft., one target. Hit: 4 (1d8) fire damage. If the
5-foot-square portion of the area requires at least target is a flammable object that isn't being worn or
one minute to clear by hand. carried, it also catches fire.
8
concentration. In addition, a creature that can Kiss of Death
hear it must make a DC 13 Wisdom saving throw Type: Action.
or become frightened for as long as it can hear the
Talent Cost: 2 (Counts as 2 Talents).
banshee. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on The banshee can use kiss of death.
itself on a success. A creature that successfully Kiss of Death. Melee Spell Attack; +5 to hit, reach
saves against the effect is immune to the banshee’s 5 ft., one charmed or frightened male humanoid
groaning spirit for the next 24 hours. creature. Hit: The target must make a DC 13
Constitution saving throw. On failed save, the
target’s hit points is reduced to 0. On a success, the
Hypnotic Glare (3/day) creature takes 12 (3d6 + 2) necrotic damage.
Type: Reaction.
When a creature the banshee can see targets the
banshee with an attack and the creature is within
30 feet of the banshee, the banshee can glare at
the creature. The target must succeed on a DC Basilisk
13 Wisdom saving throw against this magic or The basilisk (CR 3) can have 2 talents.
be charmed until the end of the banshee's next
turn. The charmed target is stunned. If the target's
saving throw is successful, the target is immune to Multi-Claw Rake
the banshee's Hypnotic Glare for the next 24 hours. Type: Trait.
If the basilisk hits a target creature with its bite,
it can take a bonus action to immediately target it
Improved Wail with its multi-claw rake attack.
Type: Trait.
Multi-Claw Rake. Melee Weapon Attack: +5 to hit,
Talent Cost: 2 (Counts as 2 Talents). reach 5 ft., one target. Hit: 13 (4d4+3) slashing
As Wail, except that a creature that fails its saving damage.
throw has its hit point maximum magically reduced
by 10 (3d6). If a creature's hit point maximum is Poison Breath (Recharge 5-6)
reduced to 0 by this effect , the creature dies. A Type: Action.
creature's hit point maximum can be restored with Talent Cost: 2 (Counts as 2 Talents).
the greater restoration spell or similar magic.
The basilisk exhales poisonous gas in a 15-foot
9
cone. Each creature in that area must make a DC 12
Constitution saving throw taking 18 (4d8) poison
damage on a failed save, or half as much damage on
a successful one.
Stony Hide
Type: Trait.
The basilisk is resistant to bludgeoning, piercing,
and slashing damage from nonmagical weapons
that aren't adamantine.
Venomous Spittle
Type: Action.
The basilisk can use venomous spittle.
Venomous Spittle. Ranged Weapon Attack: +5 to
hit, reach 30 ft., one target. Hit: 7 (2d6) poison
damage and the target must succeed on a DC 12
Constitution saving throw or become poisoned for
one minute.
Behir
The behir (CR 11) can have 4 talents.
Legendary Actions
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
The behir gains three legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The behir regains spent
legendary actions at the start of its turn.
Attack. The behir makes one bite or Constrict
attack.
Move. The behir moves up to half its speed.
Swallow (Costs 2 Actions). The behir uses
Swallow.
Lightning-Charged
Type: Trait.
The behir's melee weapon attacks deal an extra 4
10
(1d8) lightning damage. damage and the target must make a DC 16 Strength
In addition, a creature that hits the behir with a saving throw. On a failure, the target is pushed up
melee attack while within 5 feet of it takes 4 (1d8) to 10 feet away and is knocked prone.
lightning damage.
Frightful Presence
Type: Action.
Each creature of the behir's choice that is within
Beholder
60 feet of the behir and aware of it must succeed
on a DC 13 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for
it, the creature is immune to the behir's Frightful
Presence for the next 24 hours.
When the behir uses Multiattack, it can also use its
Frightful Presence.
If the behir hits a creature with its bite, it can take Talent Cost: 2 (Counts as 2 Talents).
a bonus action to attack it with its multi-claw rake When the beholder uses its Eye Rays attack, it can
attack. shoot one additional magical eye ray at random
Multi-Claw Rake. Melee Weapon Attack: +10 to hit, (reroll duplicates).
reach 5 ft., one target. Hit: 17 (2d10+6) slashing
damage.
Extra Legendary Action
Type: Trait.
Shocking Lightning Breath Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Prerequisite: Beholder or Death Tyrant
If a creature fails its saving throw against the
The beholder can take 1 additional legendary
behir's lightning breath by 5 or more, it is
paralyzed until the end of the behir's next turn. action before the start of its next turn. The
beholder can retake this talent up to two additional
times. The additional legendary action stacks.
Tail Slap
Type: Reaction.
Focusing Eye Rays
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
When a creature the behir can see starts its turn Talent Cost: 2 (Counts as 2 Talents).
within 10 feet of the behir, the behir can attack it
If a creature is hit by an eye ray attack, the beholder
with its tail slap.
imposes disadvantage to all saving throws made by
Tail Slap. Melee Weapon Attack +10 to hit, reach the creature against any succeeding eye ray attacks
10 ft., one target. Hit: 17 (2d10+6) bludgeoning until the end of the beholder's turn.
11
Prerequisite: Death Tyrant
A creature that starts its turn within the area of
effect of the Death Tyrant's negative energy cone takes
10 (3d6) necrotic damage.
Blights
All blights have 1 talent each.
Poisonous Touch
Type: Trait.
The blight's melee weapon attacks deal an extra 3
(1d6) poison damage.
Strangling Plants
Type: Trait.
Prerequisite: Vine Blight
A creature restrained by the vine blight's
entrangling plants takes 3 (1d6) bludgeoning
Redirect Central Eye damage at the start of its turn and is unable to
Type: Reaction. breathe.
12
attack roll, the bugbear can make the grappled The bugbear has advantage on Dexterity (Stealth)
creature take the damage instead. To do so, the checks.
bugbear must see the attacker.
The bugbear cannot use Body Shield if the attack
came from the creature it has grappled with. Skullthump
Type: Action.
Prerequisite: Bugbear Chief, must be wielding a
Combat Advantage bludgeoning weapon.
Type: Trait.
Once per turn, when a bugbear chief hits a target
Once during its turn, the bugbear deals an extra 7 with a melee weapon attack with a bludgeoning
(2d6) damage when it hits a target with a weapon weapon and has advantage on the attack roll, it can
attack and has advantage on the attack roll. choose to stun it. The target must make a DC 13
This does not stack with the bugbear's surprise Constitution saving throw or be stunned until the
attack feature. end of its next turn.
Garrote
Type: Action.
The bugbear can use garrote.
Garrote. Melee Weapon Attack: +4 to hit, reach 5 Bulette
ft., one Medium or Small creature against which The bulette (CR 5) can have 2 talents.
the bugbear has advantage on the attack roll. Hit:
4 (1d4 + 2) bludgeoning damage, and the target is
grappled (escape DC 11). Until the is grapple ends, Earth Furrow
the target can't breathe. Type: Trait.
If the bulette moves within 10 feet underneath the
space of Large or smaller creature using its burrow
Skulk
speed, the creature must make a DC 15 Strength
Type: Trait.
(Athletics) or DC 15 Dexterity (Acrobatics) ability
check or be knocked prone.
Multiattack
Type: Action.
The bulette makes two attacks: one with its bite
and one with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) slashing damage.
13
Rising Burst (Recharge 6) opportunity attacks.
Type: Action.
The bullete bursts out from underneath its victims.
This sprays rock and dirt into the air and causes the
ground around it to shake violently. Each creature
standing within that 20-foot cube area centered Cambion
on the bulette must make a DC 15 Strength saving The cambion (CR 5) can have 2 talents.
throw. A creature takes 16 (3d10) bludgeoning
damage and is knocked prone on a failed save, or
half as much damage and isn't knocked prone on Hellfire Ray (3/day)
a successful one. Additionally, the ground in that Type: Action.
area becomes difficult terrain until cleared. Each The cambion can take a bonus action to empower
5-foot-square portion of the area requires at least its fire ray with infernal magic. A creature struck
one minute to clear by hand. by the hellfire ray takes an extra 10 (3d6) necrotic
damage and must make a DC 14 Strength saving
throw or be knocked prone.
Bullywog Rush
Type: Action.
The bullywog can take a bonus action to move up to
its speed (possibly using its standing leap feature)
toward an enemy that it can see or hear. If it ends
up within 5 feet of that enemy, it can make one
melee weapon attack. If the bullywog hits, the
target must make a DC 11 Strength saving throw
or be knocked prone. If the bullywog misses its
attack, it immediately ends it turn and all attacks
made against the bullywog have advantage until the
start of its next turn.
Spasmodic Hop
Type: Reaction.
When a creature the bullywog can see moves
within 5 feet of the bullywog, the bullywog
can move up to its speed without provoking
14
Soul Scorch (Recharge 5-6) The carrion crawler can make up to four
Type: Action. opportunity attacks per turn.
Talent Cost: 2 (Counts as 2 Talents).
The cambion summons a 15-foot cube of hellfire to
erupt from the ground within 60 feet. Each creature
other than the cambion in that area must make a
DC 14 Dexterity saving throw, taking 10 (3d6) fire
Centaur
The centaur (CR 2) can have 1 talent.
damage and 10 (3d6) necrotic damage on a failed
save, or half as much damage on a successful one.
Improved Charger
Type: Trait.
Soul Mantle (1/day)
Type: Reaction. The centaur can reroll its attack roll when it uses
Charge. The centaur must use the result of the
When the cambion is hit by an attack roll or makes second roll, even if it is lower.
a saving throw roll but before the outcome is
determined, the Cambion can add 4 to its AC or
saving throw.
Overrun
Type: Action.
After moving more than 10 feet and then entering
the space of a medium-sized or smaller creature,
Carrion Crawler the centaur can try to knock the creature prone.
The carrion crawler (CR 2) can have 1 talent. The creature must make a DC 14 Strength saving
throw. On a failed save, the target is knocked prone
and the centaur can immediately attack it with its
Crawling Stalker hooves. On a successful save, the creature isn't
Type: Trait. knocked prone, and is pushed 5 feet out of the
centaur's space into an unoccupied space of the
The carrion crawler gains the skill Stealth (+5) and
creature's choice. If no unoccupied space is with
has advantage on Dexterity (Stealth) checks when
in range, the creature instead falls prone in the
using spider climb.
centaur's space.
15
provoke opportunity attacks.. saving throw or be knocked prone.
Sting
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The chimera's tail ends in a scorpion-like stinger.
When the chimera uses its Multiattack, it can use
Sting is place of one claw attack.
Sting. Melee Weapon Attack: +7 to hit , reach 5 ft.,
one creature. Hit: 10 (1d10 + 4) piercing damage,
and the target must make a DC 15 Constitution
saving throw, taking 11 (2d10) poison damage on a
failed save, or half as much damage on a successful
one.
Chuul
The chuul (CR 4) can have 2 talents.
16
Hardened Carapace
Type: Trait.
The chuul is resistant to piercing and slashing damage Cloaker
from nonmagical weapons that aren't adamantine. The cloaker (CR 8) can have 3 talents.
The chuul can take a bonus action to make a Psychic The cloaker creates two additional illusory
Lure attack. duplicates of itself when it uses its Phantasms
feature.
Psychic Lure. Ranged Spell Attack: +6 to hit, reach
30ft., one target. Hit: 10 (3d6) psychic damage and
the target must succeed on a DC 15 Strength saving Hypnotic Moan (Recharge 5-6)
throw or be pulled up to 25 feet toward the chuul. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Venomous Tentacles The cloaker emits a psychic-charged moan. Each
Type: Trait. creature within 60 feet that can hear its moan and
A creature takes 7 (2d6) poison damage at the start isn't an aberration must make a DC 13 Wisdom
of each of its turns while poisoned by the chuul's saving throw. On a failed save, the target takes 10
tentacles. (3d6) psychic damage and is stunned until the end
of the cloaker's next turn or half as much damage
and isn't stunned on a successful one.
Subterranean Stalker
Type: Trait.
The cloaker has advantage on Wisdom
(Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in natural
subterranean surroundings.
Venomous Tail
Type: Trait.
17
The cloaker's tail is covered with venomous spines. The cockatrice exhales poisonous gas around it.
A creature hit by the cloaker's tail attack must Each creature within 5 feet of the cockatrice must
make a DC 12 Constitution saving throw, taking 14 make a DC 11 Constitution saving throw or become
(4d6) poison damage on a failed save, or half as poisoned for one minute.
much on a successful one.
Cockatrice Couatl
The cockatrice (CR 1/2) can have 1 talent. The couatl (CR 4) can have 2 talents.
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When a creature the cyclops can see and is within while attached to a creature this way, the attack
30 feet of the cyclops targets the cyclops with a deals half as much damage to the darkmantle and
melee or ranged attack, the cyclops can impose half as much damage to the creature it has attached
disadvantage to the creature's attack roll. It must itself to.
decide to use this feature before the attack is rolled.
Death Knight
Darkmantle The death knight (CR 17) can have 6 talents.
The darkmantle (CR 1/2) can have 1 talent.
Aura of Despair
Barbed Tentacles Type: Trait.
Type: Trait. A creature hostile to the death knight that starts its
A creature that is attached to a darkmantle takes an turn within 20 feet of the death knight must make
extra 3 (1d6) piercing damage from the darkmantle's a DC 18 Wisdom saving throw, unless the death
barbed tentacles that wrap around its torso and knight is incapacitated. On a failed save, the target
head at the start of each of the darkmantle's turns. is frightened until the start of its next turn. The
Additionally, each time a creature attempts to target is unable to perform any actions except move
detach itself from the darkmantle, it takes 3 (1d6) at half its speed while frightened in this way. If a
piercing damage. creature's saving throw is successful, the creature
is immune to the death knight's Aura of Despair for
the next 24 hours.
Envelop
Type: Trait.
When the darkmantle attaches itself to a target,
Command Undead
Type: Action.
it enwraps itself fully around the creature's body,
restraining it. When the darkmantle takes damage Talent Cost: 2 (Counts as 2 Talents).
The death knight takes a bonus action to target
an allied undead creature with CR 5 or less it can
see within 60 feet and telepathically gives it a
command to move or attack or do both. The target
uses its reaction to move up to its speed and make
one melee or ranged attack.
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Greater Command Undead
Type: Reaction.
Prerequisite: Improved Command Undead.
When an enemy the Death Knight can see moves
within 30 feet of it, the Death Knight chooses one
undead it can see within 60 feet and telepathically
give it a command to move towards the enemy.
The target undead creature immediately uses its
reaction to move up to its speed towards the enemy
and if it ends within 5 feet of it, make one melee
attack.
Legendary Actions
Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
The death knight gains three legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
death knight regains spent legendary actions at the
start of its turn.
Move. The death knight moves up to half its speed.
Longsword. The death knight makes one
longsword attack. Innate Spellcaster II
Cast a Spell (Costs 3 Actions). The death knight
Type: Trait.
casts a spell from its list of prepared spells, using a
spell slot as normal. Prerequisite: Innate Spellcaster.
The death knight can innately cast the following
spells requiring no material components:
Improved Command Undead 1/day (each): power word stun, symbol
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Spell Reflection (3/day)
Prerequisite: Command Undead.
Type: Reaction.
As Command Undead, but the death knight can
Talent Cost: 2 (Counts as 2 Talents).
target up to two allied undead creatures with CR 5
or less it can see within 60 feet. If the death knight makes a successful saving throw
against a spell, or a spell attack misses it, the death
knight can choose another creature (including the
Innate Spellcaster spellcaster) it can see within 30 feet of it. The spell
Type: Action. targets the chosen creature instead of the death
knight. If the spell forced a saving throw, the chosen
The death knight's innate spellcasting ability is creature makes its own save. If the spell was an
Charisma (DC 18). It can innately cast the following attack, the attack roll is rerolled against the chosen
spells requiring no material components: creature.
3/day (each): detect magic, see invisibility
2/day (each): animate dead, blight
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2/day (each): astral projection, counterspell,
telekinesis
Demilich
The demilich (CR 18) can have 7 talents.
Innate Spellcaster III
Type: Trait.
Aura of Decay Prerequisite: Innate Spellcaster II.
Type: Trait.
The demilich can innately cast the following spells,
A creature that starts its turn within 20 feet of the requiring no material or somatic components:
demilich takes 10 (3d6) necrotic damage. 1/day: harm, imprisonment
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bludgeoning damage plus 10 (3d6) fire damage at Innate Spellcaster III
the start of each of the balor's turns. Type: Trait.
Prerequisite: Innate Spellcaster II.
Extra Legendary Action
Type: Trait. The balor can innately cast the following spells,
requiring no material components:
Talent Cost: 2 (Counts as 2 Talents).
1/day (each): divine word, dominate monster, fire
Prerequisite: Legendary Actions. storm, power word stun
The balor can take 1 additional legendary action
before the start of its next turn. The balor can
retake this talent up to two additional times. The Legendary Actions
additional legendary action stacks. Type: Trait.
Talent Cost: 4 (Counts as 4 Talents).
The balor gains three legendary actions, choosing
Frightful Presence
from the options below. Only one legendary action
Type: Action.
option can be used at a time and only at the end of
Talent Cost: 2 (Counts as 2 Talents). another creature's turn. The balor regains spent
Each creature of the balor's choice that is within legendary actions at the start of its turn.
120 feet of the balor and aware of it must succeed Attack. The balor makes a longsword or whip
on a DC 20 Wisdom saving throw or become attack.
frightened for 1 minute. A creature can repeat the Teleport (Costs 2 Actions). The balor magically
saving throw at the end of each of its turns, ending teleports, along with any equipment it is wearing
the effect on itself on a success. If a creature's or carrying, up to 120 feet to an unoccupied space
saving throw is successful or the effect ends for it can see.
it, the creature is immune to the balor's Frightful Infernal Blast Wave (Costs 3 Actions). Infernal
Presence for the next 24 hours. fire erupts and surges from the balor, striking
When the balor uses Multiattack, it can also use its creatures around it. Each creature within 20 feet
Frightful Presence. of it must make a DC 20 Dexterity saving throw. On
a failed save, the target takes 24 (7d6) fire damage
and 24 (7d6) necrotic damage and catches fire.
Innate Spellcaster On a successful save, the target takes half as much
Type: Trait. damage and doesn't catch fire.
The balor's spellcasting ability is Charisma (DC 20).
The balor can innately cast the following spells,
requiring no material components: Lightning and Fire
At will (each): alter self, dispel magic Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
When a creature the balor can see hits the balor
Innate Spellcaster II with a melee attack and the creature is within 10
Type: Trait. feet of the balor, the balor can add 6 to its AC. If
Prerequisite: Innate Spellcaster. it results in a miss, the balor was able to parry
the attack with its longsword. The balor can then
The balor can innately cast the following spells,
immediately make one Whip attack at the creature.
requiring no material components:
3/day (each): dominate person, telekinesis
Lightning Shock
Type: Trait.
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If the balor's longsword attack roll against a target Sweeping Whip
succeeds by 5 or more, the target must make a DC Type: Legendary Action (Costs 2 Actions).
20 Constitution saving throw or be paralyzed until
Talent Cost: 2 (Counts as 2 Talents).
the end of the balor's next turn.
Prerequisite: Legendary Actions.
The balor attempts to knock multiple targets prone
Meteor Strike (Recharge 6) with one swing of its whip in a wide arc. Each
Type: Action. creature in a 30 by 30 ft. space originating from the
Talent Cost: 2 (Counts as 2 Talents). balor must make a DC 20 Strength saving throw,
taking 15 (2d6 + 8) slashing damage plus 10 (3d6)
The balor flies at least 40 feet and dives into a fire damage and is knocked prone on a failed save,
target space on the ground, creating a massive or half as much damage and isn't knocked prone on
explosion of fire, rock, and brimstone. This sprays a successful one.
rock and fire into the air and causes the ground to
break and form a crater. Each creature standing
within that 40-foot radius area centered on the Wall of Fire (Recharge 6)
balor must make a DC 20 Strength saving throw.
Type: Action.
A creature takes 35 (10d6) fire damage and 35
(10d6) bludgeoning damage and is knocked prone The balor magically forms an opaque wall of fire on
on a failed save, or half as much damage and is not a solid surface it can see within 60 feet of it . The
knocked prone on a successful one. Additionally, wall is 1 foot thick and up to 30 feet long and 10
the ground in that area becomes difficult terrain feet high, or it's a hemispherical dome up to 20 feet
until cleared and is engulfed in flames for one in diameter. When the wall appears, each creature
minute. A creature that starts its turn in the area in its space is pushed out of it by the shortest
while it is still in flames takes 10 (3d6) fire damage. route. The creature chooses which side of the wall
Each 5-foot-square portion of the area requires at to end up on, unless the creature is incapacitated.
least 30 minutes to clear by hand. The creature then makes a DC 20 Dexterity saving
throw, taking 39 (9d8) fire damage on a failed save,
or half as much damage on a successful one.
Reactive Teleport (2/day) The wall deals 39 (9d8) fire damage to each
Type: Reaction. creature that ends its turn within 10 feet of it or
inside the wall. A creature takes the same damage
When a creature the balor can see targets the balor when it enters the wall for the first time on a turn
with an attack, the balor can use teleport. and ends its turn there.
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bludgeoning damage and is knocked prone. saving throw until the start of the balrgura's next
turn. Each enemy creature within 30 feet of the
barlgura who can hear the barlgura must make a
Pounce DC 14 Wisdom saving throw or become frightened
Type: Trait. for one minute. A creature can repeat the saving
throw at the end of each of its turns, ending the
If the barlgura moves at least 30 feet straight effect on itself on a success. If a creature's saving
toward a creature and then hits it with a fist attack throw is successful or the effect ends for it, the
on the same turn, that target must succeed on a DC creature is immune to the barlgura's Savage Howl
15 Strength saving throw or be knocked prone. If for the next 24 hours.
the target is prone, the barlgura can make one bite
attack against it as a bonus action.
Summon Demon (1/day)
Type: Action.
Savage Howl (Recharge 6)
Type: Action. A barlgura summons 1d3 dretches. A summoned
dretch appears in an unoccupied space within 60
Talent Cost: 2 (Counts as 2 Talents).
feet of the barlgura, acts as an ally of the barlgura,
The barlgura emits a bloodcurling howl that has no talents, and and can't summon other
frightens enemies and stirs allies into bloodlust. demons. It remains for one minute, until it or the
Each demon ally within 30 feet of the barlgura who barlgura dies, or until the barlgura dismisses it as
can hear the barlgura and has less Hit Dice than the an action.
barlgura gains advantage on their next attack or
Chasme
The chasme (CR 6) can have 3 talents.
Fear Aura
Type: Trait.
A creature hostile to the chasme that starts its
turn within 20 feet of the chasme must make a
DC 12 Wisdom saving throw, unless the chasme
is incapacitated. On a failed save, the target is
frightened until the start of its next turn. If a
creature's saving throw is successful, the creature
is immune to the chasme's Fear Aura for the next
24 hours.
Innate Spellcaster
Type: Trait.
The chasme's spellcasting ability is Wisdom (DC
13).The chasme can innately cast the following
spells, requiring no material components:
2/day (each): darkness, detect magic, see invisibility
1/day: telekinesis
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Summon Demon (1/day)
Type: Action. Dretch
The dretch (CR 1/4) can have 1 talent.
Talent Cost: 2 (Counts as 2 Talents).
A chasme summons 1d4 +1 dretches. A summoned
dretch appears in an unoccupied space within 60 Innate Spellcaster
feet of the chasme, acts as an ally of the chasme, has Type: Trait.
no talents, and and can't summon other demons. It The dretch's spellcasting ability is Wisdom (DC
remains for one minute, until it or the chasme dies, 9).The dretch can innately cast the following spells,
or until the chasme dismisses it as an action. requiring no material components:
3/day (each): cause fear
Teleport (1/day)
Type: Action. Noxious Fetid Cloud
The chasme magically teleports, along with any Type: Trait.
equipment it is wearing or carrying, up to 60 feet to
A creature that starts its turn within the area of the
an unoccupied space it can see.
dretch's fetid cloud takes 3 (1d6) poison damage.
Wounding Proboscis
Type: Trait. Glabrezu
When the Chasme hits a creature with its proboscis The glabrezu (CR 9) can have 5 talents.
attack, it can wound the target. At the start of
each of the wounded creature's turns, it takes 2
(1d4) necrotic damage. The wounded creature, or Bite
a creature within 5 feet of it, can use an action to Type: Trait.
make a DC 12 Wisdom (Medicine) check, ending While a creature is grappled by the glabrezu's
the effect on a success. The wound also closes if the pincers, the glabrezu can take a bonus action to
target receives magical healing. make a bite attack at the grappled target.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6+5) piercing damage.
Innate Spellcaster
Type: Trait.
The glabrezu's spellcasting ability is Intelligence
(DC 16).The glabrezu can innately cast the
following spells, requiring no material components:
3/day (each): mirror image, dispel magic
Innate Spellcaster II
Type: Trait.
Prerequisite: Innate Spellcaster.
The glabrezu can innately cast the following spells,
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requiring no material or somatic components: Type: Trait.
2/day (each): blight, confusion Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Innate Spellcaster.
Innate Spellcaster III The glabrezu can take a bonus action to cast a spell
Type: Trait. that has a casting time of 1 action.
Prerequisite: Innate Spellcaster II.
The glabrezu can innately cast the following spells,
requiring no material or somatic components:
1/day (each): reverse gravity, power word stun
Goristro
The glabrezu (CR 17) can have 6 talents.
Summon Demon (1/day)
Type: Action.
Frenzied Berserker
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
A glabrezu summons 1d2 vrocks or 1 hezrou. A While the goristro has less than full hit points,
summoned demon appears in an unoccupied space the goristro gains advantage on all melee weapon
within 60 feet of the glabrezu, acts as an ally of the attack rolls and all Intelligence, Wisdom, and
glabrezu, has no talents, and and can't summon Charisma saving throws, but attack rolls against it
other demons. It remains for one minute, until it or have advantage.
the glabrezu dies, or until the glabrezu dismisses it
as an action.
Improved Multiattack
Type: Trait.
Swift Spellcaster (2/day)
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Talent Cost: 2 (Counts as 2 Talents). within 10 feet of the goristro must succeed on a
DC 21 Strength saving throw or take 23 (3d10 +
When the goristo uses its Multiattack, it makes four
7) bludgeoning damage and be knocked prone
attacks: two with its fists and two with its hooves.
on a failed save, or half as much damage and isn't
It can replace two attacks of its fists or hooves with
knocked prone on a successful one.
one gore attack.
When the goristro uses Multiattack and War
Stomp is available, the goristro can use War Stomp
in place of its hoof.
Stomp
Type: Trait.
The goristro can take a bonus action to make a hoof
attack against a prone target.
Hezrou
The glabrezu (CR 8) can have 3 talents.
Stunning Charge
Type: Trait.
Innate Spellcaster
A creature that is successfully knocked prone by Type: Trait.
the Charge attack feature of the goristro is also
stunned until the end of the goristro's next turn. The hezrou's spellcasting ability is Charisma (DC
12).The hezrou can innately cast the following
spells, requiring no material components:
Trample (Recharge 5-6) 3/day (each): detect magic, gaseous form, dispel
Type: Trait. magic
27
within 60 feet of the hezrou, acts as an ally of the Talent Cost: 2 (Counts as 2 Talents).
hezrou, has no talents, and and can't summon other The marilith moves up to its speed and targets each
demons. It remains for one minute, until it or the creature within 5 feet of it during its movement.
hezrou dies, or until the hezrou dismisses it as an Each target must succeed on a DC 19 Dexterity
action. saving throw or take 43 (6d12 + 4) slashing
damage. The marilith's movement during this
action will not trigger opportunity attacks.
Teleport (1/day)
Type: Action.
The hezrou magically teleports, along with any Extra Legendary Action
equipment it is wearing or carrying, up to 60 feet to Type: Trait.
an unoccupied space it can see. Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Legendary Actions.
The marilith can take 1 additional legendary action
before the start of its next turn. The marilith can
Marilith retake this talent up to two additional times. The
The marilith (CR 16) can have 6 talents. additional legendary action stacks.
28
The marilith's spellcasting ability is Charisma (DC Talent Cost: 2 (Counts as 2 Talents).
18).The marilith can innately cast the following A marilith summons 1d4+1 vrocks, 1d3 hezrous,
spells, requiring no material components: 1d2 glabrezus, or one nalfeshnee. A summoned
3/day (each): fly, telekinesis demon appears in an unoccupied space within 60
feet of the marilith, acts as an ally of the marilith,
has no talents, and and can't summon other
Innate Spellcaster II demons. It remains for one minute, until it or the
Type: Trait. marilith dies, or until the marilith dismisses it as an
Talent Cost: 2 (Counts as 2 Talents). action.
Prerequisite: Innate Spellcaster.
The marilith can innately cast the following spells, Tail Swipe (Recharge 5-6)
requiring no material components: Type: Action.
2/day (each): blade barrier, divine word.
Talent Cost: 2 (Counts as 2 Talents).
The marilith attempts to knock multiple targets
Legendary Actions prone with one sweep of its tail. Each creature
Type: Trait. within 10 feet of the marilith must make a DC
19 Strength saving throw, taking 20 (3d10 + 4)
Talent Cost: 4 (Counts as 4 Talents).
bludgeoning damage and is knocked prone on
The marilith gains three legendary actions, a failed save, or half as much damage and isn't
choosing from the options below. Only one knocked prone on a successful one. When
legendary action option can be used at a time and the marilith uses Multiattack, and Tail Swipe is
only at the end of another creature's turn. The available, it can use Tail Swipe in place of its tail.
marilith regains spent legendary actions at the The marilith can't use Tail Swipe if it has a creature
start of its turn. grappled with its tail.
Longsword. The marilith makes a longsword
attack.
Tail (Costs 2 Actions). The marilith makes a tail
attack.
Teleport (Costs 2 Actions). The marilith magically Nalfeshnee
teleports, along with any equipment it is wearing The nalfeshnee (CR 13) can have 5 talents.
or carrying, up to 120 feet to an unoccupied space
it can see.
Innate Spellcaster
Type: Trait.
Riposte The nalfeshnee's spellcasting ability is Intelligence
Type: Reaction. (DC 17).The nalfeshnee can innately cast the
Talent Cost: 2 (Counts as 2 Talents). following spells, requiring no material components:
3/day (each): call lightning, dispel magic, slow
If a creature misses a melee attack against the
marilith due to its' Parry feature, and the creature
is within 10 feet of the marilith, the marilith can
immediately make one longsword attack at the
Innate Spellcaster II
Type: Trait.
target.
Prerequisite: Innate Spellcaster.
The nalfeshnee can innately cast the following
Summon Demon (1/day) spells, requiring no material components:
Type: Action. 2/day: feeblemind.
29
and can't summon other demons. It remains for one
minute, until it or the nalfeshnee dies, or until the
Improved Horror Nimbus nalfeshnee dismisses it as an action.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
As Horror Nimbus, except a creature that fails its
saving throw is also unable to perform any actions
Quasit
The quasit (CR 1) can have 1 talent.
except move at half its speed while frightened in
this way.
Paralyzing Poison
Type: Trait.
Legendary Actions
Type: Trait. A creature is paralyzed while poisoned by the
quasit's claws (or bite).
Talent Cost: 4 (Counts as 4 Talents).
The nalfeshnee gains three legendary actions,
choosing from the options below. Only one Wink Out (1/day)
legendary action option can be used at a time and Type: Reaction.
only at the end of another creature's turn. The When the quasit is attacked and the quasit can see
nalfeshnee regains spent legendary actions at the its attacker, the quasit can use Invisibility.
start of its turn.
Claw. The nalfeshnee makes a claw attack.
Bite (Costs 2 Actions). The nalfeshnee makes a
bite attack.
Teleport (Costs 2 Actions). The nalfeshnee
magically teleports, along with any equipment
Shadow Demon
The shadow demon (CR 4) can have 2 talents.
it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Innate Spellcaster
Type: Trait.
Stunning Rend
Type: Trait. The shadow demon's spellcasting ability is
Charisma (DC 12).The shadow demon can innately
Talent Cost: 2 (Counts as 2 Talents). cast the following spells, requiring no material
If a creature is hit by both the nalfeshnee's claw components:
attacks in the same turn, it takes an extra 15 (3d6 3/day (each): darkness
+ 5) slashing damage and must make a DC 18 1/day (each): fear
Constitution saving throw or be stunned until the
end of the nalfeshnee's next turn.
Fade into Shadow (3/day)
Type: Reaction.
Summon Demon (1/day) When in dim light or darkness and a creature the
Type: Action. shadow demon can see targets the shadow demon
Talent Cost: 2 (Counts as 2 Talents). with an attack, the shadow demon can take the
Hide action.
A nalfeshnee summons 1d3 vrocks, 1d2 hezrous, or
one glabrezu. A summoned demon appears in an
unoccupied space within 60 feet of the nalfeshnee,
acts as an ally of the nalfeshnee, has no talents, and
Flyby
30
Type: Trait. The dance immediately ends and must be started
anew if any of the participating vrocks is slain,
The shadow demon doesn't provoke an opportunity
incapacitated, or otherwise prevented from
attack when it flies out of an enemy's reach.
dancing.
Debilitating Poison
Type: Trait. Noxious Mist Form
Type: Trait.
A creature that takes poison damage from the
yochlol's melee weapon attack must make a DC A creature that fails its saving throw against the
16 Constitution saving throw or be poisoned for 1 mist form takes 10 (3d6) poison damage.
minute.
Devil
Naturally Insidious
Type: Trait.
The devil has advantage on all Charisma checks
when lying, intimidating and manipulating others
to further its agenda or for self-preservation.
Barbed Devil
The barbed devil (CR 5) can have 2 talents.
Barbed Defense
Type: Trait.
A creature that hits the barbed devil with a melee
32
attack while within 5 feet of it takes 5 (1d10) piercing feet to an unoccupied space it can see.
damage.
Fear Touch
Type: Trait.
A creature hit by a barbed devil's melee attack must Bearded Devil
make a DC 13 Wisdom saving throw or become The bearded devil (CR 3) can have 2 talents.
frightened for one minute. If a creature's saving
throw is successful, the creature is immune to the
barbed devil's Fear Touch for the next 24 hours. Battle Frenzy
Type: Trait.
Fear Aura
Type: Trait. Rend
Type: Trait.
A creature hostile to the bone devil that starts its
turn within 20 feet of the bone devil must make If a creature is hit by both the bone devil's claw
a DC 14 Wisdom saving throw, unless the bone attacks in the same turn, it takes an extra 13
devil is incapacitated. On a failed save, the target (2d8+4) slashing damage.
is frightened until the start of its next turn. If a
creature's saving throw is successful, the creature
is immune to the bone devil's Fear Aura for the next Summon Devil (1/day)
24 hours. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
34
A bone devil summons 1d4 spined devils, 1d3 The reach of the chain attack of the chain devil and
bearded devils, 1d2 barbed devils, or 1 chain devil. its animated chains is increased to 15 feet.
A summoned devil appears in an unoccupied
space within 60 feet of the bone devil, acts as an
ally of the bone devil, has no talents, and and can't Regeneration
summon other devils. It remains for one minute, Type: Trait.
until it or the bone devil dies, or until the bone
The chain devil regains 10 hit points at the start
devil dismisses it as an action.
of its turn if it has at least 1 hit point. lf the chain
devil takes radiant damage or damage from
silvered weapons or holy water, this trait doesn't
Teleport (1/day) function at the start of the chain devil's next turn.
Type: Action.
The bone devil magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to Strangling Chains
an unoccupied space it can see. Type: Trait.
A creature that is restrained by the chain attack
of the chain devil or animated chain is unable to
breathe.
Chain Devil
The chain devil (CR 8) can have 3 talents.
Summon Devil (1/day)
Type: Action.
Chain Slam Talent Cost: 2 (Counts as 2 Talents).
Type: Action. A chain devil summons 1d3 spined devils, 1d2
Talent Cost: 2 (Counts as 2 Talents). bearded devils, or 1 barbed devil. A summoned
devil appears in an unoccupied space within 60 feet
The chain devil slams a Medium or smaller creature of the chain devil, acts as an ally of the chain devil,
grappled by its chain into another creature or has no talents, and and can't summon other devils.
a solid surface within its reach. Both creatures It remains for one minute, until it or the chain
must succeed on a DC 14 Strength saving throw devil dies, or until the chain devil dismisses it as an
or take 11 (2d6 + 4) bludgeoning damage and action.
be stunned until the end of the chain devil's next
turn. On a successful save, the target takes half the
bludgeoning damage and isn't stunned.
Ensnaring Chains
Erinyes
The erinyes (CR 12) can have 5 talents.
Type: Reaction.
When a creature the chain devil can see moves
within 10 feet of an animated chain that isn't Aura of Obedience
grappling another creature, the chain devil can Type: Trait.
have the animated chain use its chain attack at the
Talent Cost: 2 (Counts as 2 Talents)
creature.
A devil allied to the erinyes that has less than half
the Hit Dice of the erinyes and starts its turn within
Extended Chains 30 feet of the erinyes takes 5 (1d10) necrotic
Type: Trait. damage but gains advantage to all attacks and
35
saving throws and is immune to being frightened. Talent Cost: 2 (Counts as 2 Talents).
If a devil under this effect dies within this aura, the If a creature misses a melee attack against the
erinyes regains 11 (2d10) hit points. erinyes due to the successful use of the erinyes's
Parry feature, and the creature is within 5 feet of
the erinyes, the erinyes can immediately make one
Dominating Presence longsword attack at the creature.
Type: Trait.
A creature hostile to the erinyes that starts its
turn within 20 feet of the erinyes must make a Rope of Strangulation
DC 16 Wisdom saving throw, unless the erinyes Type: Trait.
is incapacitated. On a failed save, the target is A creature that is restrained by the erinyes's rope
frightened until the start of its next turn. The target of entanglement is unable to breathe and takes 7
can't perform any actions except move up to half its (2d6) bludgeoning damage at the start of each of
speed while frightened in this way. If a creature's the erinyes' turns.
saving throw is successful, the creature is immune
to the erinyes's Dominating Presence for the next
24 hours.
Summon Devil (1/day)
Type: Action.
Innate Spellcaster Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. An erinyes summons 2d4 spined devils, 1d6
The erinyes's spellcasting ability is Charisma (DC bearded devils, 1d4 barbed devils, 1d3 chain devils,
16).The erinyes can innately cast the following or 1d2 bone devils. A summoned devil appears in
spells, requiring no material components: an unoccupied space within 60 feet of the erinyes,
3/day (each): command, crown of madness, minor acts as an ally of the erinyes, has no talents, and
image and can't summon other devils. It remains for one
minute, until it or the erinyes dies, or until the
erinyes dismisses it as an action.
Innate Spellcaster II
Type: Trait.
Prerequisite: Innate Spellcaster. Teleport (1/day)
Type: Action.
The erinyes can innately cast the following spells,
requiring no material components: The erinyes magically teleports, along with any
2/day (each): charm monster, blight equipment it is wearing or carrying, up to 90 feet to
an unoccupied space it can see.
Oppressive
Type: Trait. Visage of Pain (Recharge 4-6)
Type: Action.
The erinyes has advantage on attack rolls and deals
an extra 7 (2d6) damage on weapon damage rolls Talent Cost: 2 (Counts as 2 Talents).
against a creature that is impaired by any negative The erinyes can take a bonus action to gaze at
condition (frightened, incapacitated, poisoned, one creature it can see within 30 feet of it. The
restrained, etc.). target must make a DC 16 Wisdom saving throw.
On a failed save, the target becomes wracked with
agonizing pain and becomes incapacitated. The
Riposte affected creature can repeat the saving throw at the
Type: Reaction. end of each of its turns, ending the effect on itself
36
on a success. Regeneration
Type: Trait.
The horned devil regains 10 hit points at the
Word of Command (5/day) start of its turn if it has at least 1 hit point. lf the
Type: Trait. horned devil takes radiant damage or damage from
Prerequisite: Innate Spellcaster. silvered weapons or holy water, this trait doesn't
function at the start of the horned devil's next turn.
The erinyes can take a bonus action to cast
command.
Spiked Chain
Type: Action.
The horned devil wields a spiked chain instead of a
Horned Devil fork.
The horned devil (CR 11) can have 4 talents. Spiked Chain. Melee Weapon Attack: +10 to hit,
reach 20 ft., one target. Hit: 17 (2d10 + 6) slashing
damage.
Fear Aura
Type: Trait.
A creature hostile to the horned devil that starts its
Strangling Spiked Chain
Type: Trait.
turn within 20 feet of the horned devil must make
a DC 15 Wisdom saving throw, unless the horned Prerequisite: Spiked Chain.
devil is incapacitated. On a failed save, the target A creature hit by the horned devil's spiked chain is
is frightened until the start of its next turn. If a grappled if the horned devil isn't already grappling
creature's saving throw is successful, the creature a creature (escape DC 18). Until this grapple ends,
is immune to the horned devil's Fear Aura for the the target is restrained and unable to breathe, and
next 24 hours. the horned devil can automatically hit the target
with its spiked chain but can't make spiked chain
attacks against other targets.
Innate Spellcaster
Type: Trait.
The horned devil's spellcasting ability is Charisma Spiked Chain Slam
(DC 15).The horned devil can innately cast the Type: Action.
following spells, requiring no material components: Talent Cost: 2 (Counts as 2 Talents).
3/day (each): dispel magic, magic circle (against
good creatures only) Prerequisite: Spiked Chain.
The horned devil slams a Large or smaller creature
grappled by its spiked chain into another creature
Innate Spellcaster II or a solid surface within 20 feet. Both creatures
Type: Trait. must succeed on a DC 18 Strength saving throw
Prerequisite: Innate Spellcaster. or take 17 (2d10 + 6) bludgeoning damage and be
stunned until the end of the horned devil's next
The horned devil can innately cast the following turn. On a successful save, the target takes half the
spells, requiring no material components: bludgeoning damage and isn't stunned.
1/day (each): fireball, lightning bolt, programmed When the horned devil uses Multiattack, the
illusion horned devil can use Spiked Chain Slam in place of
its two spiked chain attacks.
37
Summon Devil (1/day) A creature that starts its turn within 20 feet of the
Type: Action. ice devil or the ice devil's wall of ice takes 10 (3d6)
cold damage.
Talent Cost: 2 (Counts as 2 Talents).
A horned devil summons 1d4+1 spined devils, 1d4
bearded devils, 1d3 barbed devils, 1d2 chain devils, Legendary Actions
or 1 bone devil. A summoned devil appears in an Type: Trait.
unoccupied space within 60 feet of the horned
devil, acts as an ally of the horned devil, has no Talent Cost: 4 (Counts as 4 Talents).
talents, and and can't summon other devils. It The ice devil gains three legendary actions,
remains for one minute, until it or the horned devil choosing from the options below. Only one
dies, or until the horned devil dismisses it as an legendary action option can be used at a time and
action. only at the end of another creature's turn. The ice
devil regains spent legendary actions at the start of
its turn.
Teleport (1/day) Attack. The ice devil makes a bite, claw, tail, or ice
Type: Action. spear attack.
The horned devil magically teleports, along with Teleport (Costs 2 Actions). The ice devil magically
any equipment it is wearing or carrying, up to 90 teleports, along with any equipment it is wearing
feet to an unoccupied space it can see. or carrying, up to 90 feet to an unoccupied space it
can see.
Blizzard (Costs 3 Actions). Blinding snow and
freezing jagged ice swirls magically around the ice
devil. Each creature within 20 feet of the ice devil
Ice Devil must succeed on a DC 17 Constitution saving throw.
On a failed save, the target takes 28 (8d6) cold
The ice devil (CR 14) can have 5 talents.
damage and is blinded and can't use reactions, its
speed is halved, and it can' t make more than one
Aura of Frost attack on its turn. In addition, the creature can use
either an action or a bonus action on its turn, but
Type: Trait.
not both. These effects last until the end of the ice
38
devil's next turn. On a successful save, the target The ice devil regains 10 hit points at the start of
takes half as much damage and suffers no other its turn if it has at least 1 hit point. lf the ice devil
effects. takes radiant damage or damage from silvered
weapons or holy water, this trait doesn't function at
the start of the ice devil's next turn.
Ice Block (Recharge 6)
Type: Reaction.
When a creature the ice devil can see targets the
Summon Devil (1/day)
Type: Action.
ice devil with an attack or forces it to make a saving
throw, the ice devil can instantly create a hollow Talent Cost: 2 (Counts as 2 Talents).
10-foot square wall of ice that fully encases the ice An ice devil summons 1d8 bearded devils, 1d6
devil, shielding it from harm. It is otherwise iden- barbed devils, 1d4 chain devils, or 1d3 bone devils.
tical to the ice devil's Wall of Ice ability except that A summoned devil appears in an unoccupied space
the ice devil can dismiss it. within 60 feet of the ice devil, acts as an ally of the
ice devil, has no talents, and and can't summon
other devils. It remains for one minute, until it or
Innate Spellcaster the ice devil dies, or until the ice devil dismisses it
Type: Trait. as an action.
The ice devil's spellcasting ability is Charisma (DC
17). The ice devil can innately cast the following
spells, requiring no material components: Swift Spellcaster (3/day)
3/day (each): fly, ice storm Type: Trait.
Talent Cost: 3 (Counts as 3 Talents).
39
Pit Fiend
The pit fiend (CR 20) can have 7 talents.
Aura of Obedience
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents)
A devil allied to the pit fiend that has less than
half the Hit Dice of the pit fiend and starts its
turn within 30 feet of the pit fiend takes 5 (1d10)
necrotic damage but gains advantage to all
attacks and saving throws and is immune to being
frightened. If a devil under this effect dies within
this aura, the pit fiend regains 11 (2d10) hit points.
Claw Grab
Type: Trait.
Prerequisite: Claw Grab.
A Medium or smaller creature that is hit by the
pit fiend's claw attack is grappled (escape DC 22). One Large or smaller object held or creature
Until this grapple ends, the target is restrained and grappled by the pit fiend is thrown up to 60 feet in
the pit fiend can automatically hit the target with a random direction and knocked prone. If a thrown
its claw but can't make claw attacks against other target strikes a solid surface, the target takes 3
targets. (1d6) bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature,
that creature must succeed on a DC 22 Dexterity
Devil Chills saving throw or take the same damage and be
Type: Trait. knocked prone.
A creature is incapacitated while poisoned by the
pit fiend's bite.
Hellfire Orb
Type: Legendary Action (Costs 3 Actions).
Extra Legendary Action Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. Prerequisite: Legendary Actions.
Talent Cost: 2 (Counts as 2 Talents). The pit fiend hurls a magical ball of fire that
Prerequisite: Legendary Actions. explodes at a point it can see within 120 feet of it.
Each creature in a 20-foot·radius sphere centered
The pit fiend can take 1 additional legendary action on that point must make a DC 22 Dexterity saving
before the start of its next turn. The pit fiend can throw. The sphere spreads around corners. A
retake this talent up to two additional times. The creature takes 35 (10d6) fire damage and 35
additional legendary action stacks. (10d6) necrotic damage on a failed save, or half as
much damage on a successful one.
Fling
Type: Action.
40
Innate Spellcaster Type: Trait.
Type: Trait. Talent Cost: 4 (Counts as 4 Talents).
The pit fiend's spellcasting ability is Charisma (DC The pit fiend gains three legendary actions,
21). The pit fiend can innately cast the following choosing from the options below. Only one
spells, requiring no material components: legendary action option can be used at a time and
At will: alter self, dispel magic, invisibility (self only), only at the end of another creature's turn. The pit
major image fiend regains spent legendary actions at the start of
its turn.
Innate Spellcaster II Attack. The pit fiend makes a claw, mace, or tail
attack.
Type: Trait.
Teleport (Costs 2 Actions). The pit fiend magically
Prerequisite: Innate Spellcaster. teleports, along with any equipment it is wearing
The pit fiend can innately cast the following spells, or carrying, up to 120 feet to an unoccupied space
requiring no material components: it can see.
3/day (each): charm monster, create undead, power Cast a Spell (Costs 3 Actions). The pit fiend casts
word stun, programmed illusion a spell from its list of prepared spells, using a spell
slot as normal.
Rain of Spines
Type: Action. Hardened Hide
Type: Trait.
The spined devil shoots up to four tail spines at one
target or several in a 10-foot radius area within 20 The ankylosaurus is resistant to piercing and slashing
feet. The spined devil makes a tail spine attack for damage from nonmagical weapons.
each tail spine shot.
Tail Strike
Spiny Hide Type: Reaction.
Type: Trait. When a creature the ankylosaurus can see starts
A creature that hits the spined devil with a melee its turn within 10 feet of the ankylosaurus, the
attack while within 5 feet of it takes 3 (1d6) piercing ankylosaurus can attack it with its tail.
damage.
___________________________________________________________
42
Plesiosaurus Pteranodon
The plesiosaurus (CR 2) can have 1 talent. The pteranodon (CR 1/4) can have 1 talent.
43
and be knocked prone. Tyrannosaurus Rex
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., The tyrannosaurus rex (CR 8) can have 3 talents.
one target. Hit: 3 (1d4 + 1) piercing damage.
Mangle
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Triceratops A Large or smaller creature that is hit by the
The triceratops (CR 5) can have 2 talents. tyrannosaurus rex's bite attack is grappled
(escape DC 17). Until this grapple ends, the target
is restrained and the tyrannosaurus rex can
Hardened Hide automatically hit the target with its bite but can't
Type: Trait. make bite attacks against other targets.
The triceratops is resistant to piercing and slashing
damage from nonmagical weapons.
Roar (Recharge 5-6)
Type: Action.
Stunning Charge The tyrannosaurus rex can emit a loud terrifying
Type: Trait. roar. Each creature within 120 feet that can
A creature that is successfully knocked prone by hear its roar must succeed on a DC 15 Wisdom
the trampling charge feature of the triceratops is saving throw or be deafened and frightened for
also stunned until the end of the triceratop's next one minute. If a creature fails its saving throw by
turn. 5 or more, the creature is also paralyzed while
frightened. A frightened creature can repeat the
saving throw at the end of each of its turns, ending
Trample (Recharge 5-6) the effect on itself on a success.
Type: Trait. When the tyrannosaurus rex uses Multiattack and
Roar is available, the tyrannosaurus rex can use
Talent Cost: 2 (Counts as 2 Talents). Roar in place of its bite.
The triceratops moves up to its speed in a straight
line. During this move, it can enter Large orsmaller
creatures' spaces. A creature whose space the Stomp
triceratops enters must make a DC 18 Dexterity Type: Action.
saving throw. On a successful save, the creature The tyrannosaurus rex can use Stomp.
is pushed 5 feet to the nearest space out of the
triceratops's path. On a failed save, the creature Stomp. Melee Weapon Attack: +10 to hit, reach 5
falls prone and takes 24 (4d8+6) bludgeoning ft., one prone target. Hit: 16 (2d8 + 7) bludgeoning
damage. If the triceratops remains in the prone damage and if the creature is Large or smaller it is
creature's space, the creature is also restrained grappled (escape DC 17). Until this grapple ends,
until it's no longer in the same space as the the target is restrained.
triceratops. While restrained in this way, the When the tyrannosaurus rex uses Multiattack, it
creature, or another creature within 5 feet of it, can use Stomp in place of its tail attack.
can make a DC 18 Strength check. On a success,
the creature is shunted to an unoccupied space of
its choice within 5 feet of the triceratops and is no Tail Sweep (Recharge 5-6)
longer restrained. Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
44
The tyrannosaurus rex attempts to knock multiple Improved Multiattack
targets prone with one swing of its tail. Each Type: Trait.
creature within a 15 by 15 ft. area originating from
If the displacer beast uses its Multiattack, it makes
the tyrannosaurus rex must make a DC 17 Strength
three melee attacks: two with its tentacles and one
saving throw, taking 20 (3d8 + 7) bludgeoning
with its bite. If the displacer beast hits a target
damage and is pushed up to 10 feet away and
with both of its tentacles in the same turn, it gains
knocked prone on a failed save, or half as much
advantage on its bite attack made against the same
damage and isn't pushed and knocked prone on a
target.
successful one.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Tail Whip
Type: Reaction.
Shadow Shift (3/day)
Talent Cost: 2 (Counts as 2 Talents).
Type: Action.
When a creature the tyrannosaurus rex can see
When in in dim Iight or darkness, the displacer
and is within 10 feet of the tyrannosaurus rex
beast can take a bonus action to teleport up to 60
hits the tyrannosaurus rex with an attack, the
feet to an unoccupied space it can see that is also in
tyrannosaurus rex can attack the creature with its
dim light or darkness. After doing so, the displacer
tail. If the attack roll succeeds by 5 or more, the
beast has advantage on the first melee attack it
target must make a DC 17 Strength saving throw or
makes before the end of the turn.
be pushed up to 10 feet away and knocked prone.
___________________________________________________________
Venomous Tentacles
Type: Trait.
Displacer Beast
The displacer beast (CR 3) can have 2 talents.
Constant Displacement
Type: Trait.
The displacer beast's Displacement trait is not
disrupted even if the displacer beast is hit by an
attack, becomes incapacitated, or has a speed of 0.
Ensnaring Tentacles
Type: Trait.
If the displacer beast hits a creature with a tentacle,
it is grappled (escape DC 14) and pulled 5 feet to
the displacer beast. Until this grapple ends, the
target is restrained and the displacer beast can
automatically hit the target with its tentacle. While
the displacer beast has the target grappled this
way, it can't use one of its tentacles to attack other
targets.
45
A creature that is hit by the displacer beast's Dragon)
tentacle attack must make a DC 12 Constitution The dracolich's number of talents varies depending
saving throw or take 7 (2d6) poison damage. on the dracolich's CR. See Number of Talents by
Chromatic Dragon (page 49).
Aura of Despair
Doppleganger Type: Trait.
The doppleganger (CR 3) can have 2 talents. A creature hostile to the dracolich that starts its
turn within 30 feet of the dracolich must make a
Wisdom saving throw. The DC is equal to 8 plus the
Anticipate Foe dracolich's Charisma modifier plus its proficiency
Type: Action. bonus (see MM page 8), unless the dracolich
While a doppleganger has a creature targeted is incapacitated. On a failed save, the target is
with its Read Thoughts feature, it can take a bonus frightened until the start of its next turn. The
action to make a Wisdom (Insight) check against target is unable to perform any actions except move
the creature's Charisma (Deception) check. If it at half its speed while frightened in this way. If a
is successful, it gains advantage on its attack rolls creature's saving throw is successful, the creature
against the creature and it imposes disadvantage to is immune to the dracolich's Aura of Despair for the
the creature's attack rolls against the doppleganger next 24 hours.
until the start of the doppleganger's next turn.
Command Undead
Deceitful Type: Action.
Type: Trait. The dracolich takes a bonus action to target an
The doppleganger has advantage on Charisma allied undead creature with CR 5 or less it can
checks when trying to pass itself as a different see within 60 feet and telepathically gives it a
person. command to move or attack or do both. The target
In addition, creatures' Wisdom (Insight) checks uses its reaction to move up to its speed and make
and Intelligence (Investigation) checks made one melee or ranged attack.
against the doppleganger have disadvantage.
Chill Touch
Stunning Attack Type: Trait.
Type: Trait. A creature hit by a dracolich's melee attack takes
If a creature takes damage from a doppleganger's extra cold damage equal to a number depending on
surprise attack, it must make a DC 10 Constitution the age of the dracolich:
saving throw or be stunned until the end of the Young: 3 (1d6)
doppleganger's next turn. Adult: 5 (1d10)
Ancient: 10 (3d6)
46
its maximum hit points reduced by a number
depending on the age of the dracolich:
Young: 3 (1d6) Paralyzing Glare
Adult: 5 (1d10) Type: Action.
Ancient: 10 (3d6) The dracolich can take a bonus action to gaze at one
If a creature's hit point maximum is reduced to 0 creature it can see within 30 feet of it. The target
by this effect, the creature dies. A creature's hit must make a Wisdom saving throw. The DC is equal
point maximum can be restored with the greater to 8 plus the dracolich's Charisma modifier plus
restoration spell or similar magic. its proficiency bonus (see MM page 8). On a failed
save, the target is frightened until the end of the
dracolich's next turn. The target is paralyzed while
Improved Command Undead frightened in this way.
Type: Trait.
Prerequisite: Command Undead. Spell Reflection (3/day)
As Command Undead, but the dracolich can target Type: Reaction.
up to two allied undead creatures with CR 5 or less Talent Cost: 2 (Counts as 2 Talents).
it can see within 60 feet.
If the dracolich makes a successful saving throw
against a spell, or a spell attack misses it, the
Lich Touch dracolich can choose another creature (including
the spellcaster) it can see within 30 feet of it. The
Type: Trait.
spell targets the chosen creature instead of the
A creature hit by the dracolich's melee attack must dracolich. If the spell forced a saving throw, the
make a Constitution saving throw. The DC is equal chosen creature makes its own save. If the spell
to 8 plus the dracolich's Constitution modifier plus was an attack, the attack roll is rerolled against the
its proficiency bonus (see MM page 8). On a failed chosen creature.
save, the target is paralyzed for one minute.
47
Unnatural Toughness turn. The target is unable to perform any actions
Type: Trait. except move at half its speed while frightened in
The dracolich is resistant to bludgeoning, piercing, and this way. If a creature's saving throw is successful,
slashing damage from nonmagical weapons. the creature is immune to the shadow dragon's
Aura of Despair for the next 24 hours.
48
Strength Draining Breath
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
A creature that fails its saving throw and is
damaged by the shadow dragon's breath attack has
its strength score reduced by a number of points
depending on the age of the shadow dragon:
Young: 2 (1d4)
Adult: 3 (1d6)
Ancient: 4 (1d8)
The target dies if this reduces its Strength to 0.
Otherwise, the reduction lasts until the target
finishes a short or long rest. If a non-evil humanoid
dies from this attack, a shadow rises from the
corpse 1d4 hours later.
Vampiric Bite
Type: Trait.
A creature hit by the shadow dragon's bite attack
must make a Constitution saving throw. The DC
is equal to 8 plus the dracolich's Constitution
modifier plus its proficiency bonus (see MM page
8). Failure means the target's hit point maximum
is reduced by an amount equal to the necrotic
damage taken, and the shadow dragon regains hit Dragon, Burning Breath.
points equal to that amount. The reduction lasts When a creature that takes fire damage at the start
until the target finishes a long rest. The target dies of its turn due to Burning Breath, it must make a
if this effect reduces its hit point maximum to 0. A Constitution saving throw. The DC is equal to to 8
humanoid slain in this way and then buried in the plus the dragon's Constitution modifier plus its
ground rises the following night as a shadow under proficiency bonus (see MM page 8). On a failed
the shadow dragon's control. save, the target becomes incapacitated until the end
of its turn.
Burning Breath
Dragon Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Adult, Ancient, or Young Brass, Gold,
or Red Dragon.
Agonizing Fire A creature that fails its saving throw against the
Type: Trait. dragon's fire breath by 5 or more attack catches
Talent Cost: 2 (Counts as 2 Talents). fire; until someone takes an action to douse the
fire, the creature takes an amount of fire damage
Prerequisite: Adult or Ancient Brass, Gold, or Red
depending on the dragon's age (see chart below) at
49
the start of each of its turns. proficiency bonus (see MM page 8). On a failed
Young. Damage: 7 (2d6) fire damage. save, the armor or shield being worn or carried
Adult. Damage: 10 (3d6) fire damage. takes a permanent and cumulative -1 penalty to
Ancient. Damage: 17 (5d6) fire damage. the AC it offers. Armor reduced to an AC of 10 or a
shield that drops to a +0 bonus is destroyed.
Claw Hold
Type: Trait.
Crush
Type: Action.
Prerequisite: Adult, Ancient, or Young Dragon or
Dragon Turtle. Talent Cost: 2 (Counts as 2 Talents).
If the dragon's claw attack roll against a target Prerequisite: Adult, Ancient, or Young Dragon.
succeeds by 5 or more, and the target is smaller The dragon flies at least 30 feet and violently
than the dragon, the target must make a Strength land on the ground with its full weight, possibly
saving throw. The DC is equal to 8 plus the dragon's crushing and pinning its victims. The dragon
Strength modifier plus its proficiency bonus (see targets a space on the ground equal to its size
MM page 8) or be knocked prone, grappled (escape (see age chart below). Each creature within the
DC 17), and restrained until the grapple ends. target space must make a Dexterity saving throw.
The DC is equal to 8 plus the dragon's Strength
modifier plus its proficiency bonus (see MM page
Corrosive Acid 8). On a failed save, the target takes an amount of
Type: Trait. bludgeoning damage listed in the chart below, is
knocked prone, grappled, and restrained. The DC
Talent Cost: 2 (Counts as 2 Talents).
to escape is equal to 8 plus the dragon's Strength
Prerequisite: Adult or Ancient Black or Copper modifier plus its proficiency bonus (see MM page
Dragon, Vitriolic Breath. 8). On a success, the target takes half as much
When a creature takes acid damage at the start damage listed, isn't knocked prone and restrained,
of its turn due to Vitriolic Breath, it must make and is pushed to the nearest empty square outside
a Dexterity saving throw. The DC is equal to 8 of the dragon's space. After using Crush, the
plus the dragon's Constitution modifier plus its dragon's speed is reduced to 0 until the end of its
50
next turn.
When the dragon uses Multiattack, it can use
Crush in place of both claw attacks.
Crush space and damage chart:
Young. Space: 10 by 10 ft., Damage: 11 (2d10) plus
the dragon's Strength modifier.
Adult. Space: 15 by 15 ft., Damage: 22 (4d10) plus
the dragon's Strength modifier.
Ancient. Space: 20 by 20 ft., Damage: 33 (6d10)
plus the dragon's Strength modifier.
Dive Attack
Type: Trait.
If the dragon is flying and dives at least 30 feet
straight toward a target and then hits it with a
melee weapon attack, the melee weapon attack
deals an additional two dice of its damage.
51
A creature that fails its saving throw against the After using its Multiattack this way, the dragon's
dragon's cold breath attack by 5 or more becomes flying speed is reduced to 10 feet until the end of its
encased in ice and is restrained and incapacitated next turn.
for one minute. The Escape DC is equal to 8
plus the dragon's Constitution modifier plus its
proficiency bonus (see MM page 8). Improved Frightful Presence
The ice can be damaged and breached to free Type: Trait.
the trapped creature; it has AC 5, 20 hit points,
Talent Cost: 2 (Counts as 2 Talents).
vulnerability to fire damage, and immunity to acid,
cold, necrotic, poison, and psychic damage. Prerequisite: Adult or Ancient Dragon.
If a creature fails its saving throw against the
dragon's frightful presence by 5 or more, the target
Hover is also paralyzed while frightened in this way.
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Adult or Ancient Dragon.
Improved Multiattack
Type: Trait.
While the dragon is flying and it uses its
Talent Cost: 2 (Counts as 2 Talents).
Multiattack, it can make five attacks: one with
its bite and four with its claws. If the dragon has Prerequisite: Adult or Ancient Dragon or Dragon
improved Multiattack, it can also use its tail. The Turtle.
dragon cannot target the same creature with its When the dragon uses its Mutilattack, it can also
bite and tail attack and cannot target the same make a tail attack. The dragon cannot target the
creature with more than two claw attacks. same creature with its bite and tail attacks.
52
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents). A creature that fails its saving throw against the
dragon's lightning breath attack by 5 or more is
Prerequisite: Adult, Ancient, or Young Silver or stunned until the end of the dragon's next turn.
White Dragon.
A creature that fails its saving throw against the
dragon's cold breath attack by 5 or more can't use Tail Bash
reactions, its speed is halved, and it can' t make Type: Trait.
more than one attack on its turn. In addition, the Prerequisite: Adult or Ancient Dragon or Dragon
creature can use either an action or a bonus action Turtle.
on its turn, but not both. These effects last for 1
minute. The creature can make a Constitution If the dragon's tail attack roll against a target
saving throw. The DC is equal to 8 plus the dragon's succeeds by 5 or more, the target must make a
Constitution modifier plus its proficiency bonus Constitution saving throw. The DC is equal to 8 plus
(see MM page 8) at the end of each of its turns, the dragon's Strength modifier plus its proficiency
ending the effect on itself on a success. bonus (see MM page 8). On a failed save, the target
is stunned until the end of the dragon's next turn.
Noxious Breath
Type: Trait. Tail Sweep
Type: Legendary Action (Costs 2 Actions).
Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Adult or Ancient Dragon.
Prerequisite: Adult, Ancient, or Young Green
Dragon. The dragon attempts to knock multiple targets
prone with one swing of its tail. Each creature
A creature that fails its saving throw against the within an area depending on the dragon's age (see
green dragon's poison breath attack by 5 or more is chart below) must make a Strength saving throw.
also poisoned for one minute. The DC is equal to 8 plus the dragon's Strength
modifier plus its proficiency bonus (see MM page
8). On a failed save, the target takes damage as if hit
Paralyzing Breath by the dragon's tail attack and is pushed up to 10
Type: Trait. feet away and is knocked prone. On a success, the
Talent Cost: 2 (Counts as 2 Talents). target takes half as much damage and isn't knocked
prone.
Prerequisite: Adult or Ancient Blue or Bronze
Dragon, Shocking Breath. Tail Sweep target area chart:
Adult or Dragon Turtle. Area: 15 by 15 ft. space
A creature that fails its saving throw against the originating from the dragon.
dragon's lightning breath attack by 5 or more is Ancient. Space: 20 by 20 ft. space originating from
paralyzed for one minute. A paralyzed creature can the dragon.
make a Constitution saving throw at the end of each
of its turns, ending the effect on itself on a success.
The DC is equal to 8 plus the dragon's Constitution
modifier plus its proficiency bonus (see MM page
Tail Whip
Type: Reaction.
8).
Prerequisite: Adult or Ancient Dragon or Dragon
Shocking Breath Turtle.
Type: Trait.
When a creature the dragon can see and is within
53
range of the dragon's tail attack targets the dragon Talent Cost: 2 (Counts as 2 Talents).
with a melee or ranged attack, the dragon can Prerequisite: Adult, Ancient, or Young Black or
attack the target with its tail. Copper Dragon.
A creature that fails its saving throw against the
Toxic Breath dragon's acid breath attack by 5 or more is also
Type: Trait. doused in acid and takes extra acid damage at
the start of each of its turns for a number of turns
Talent Cost: 2 (Counts as 2 Talents). depending on the dragon's age.
Prerequisite: Adult or Ancient Green Dragon, Duration and Acid damage per turn:
Noxious Breath. Young. Two turns, 4 (1d8) acid damage on the first
While a creature is poisoned from the green turn, 2 (1d4) on the second.
dragon's Noxious Breath, it takes poison damage at Adult. Space: Three turns, 9 (2d8) acid damage on
the start of each of its turns. The amount of poison the first turn, 4 (1d8) on the second, and 2 (1d4) on
damage depends on the age of the green dragon the third.
(see chart below). Ancient. Space: Four turns, 18 (4d8) acid damage
on the first turn, 9 (2d8) on the second, 4 (1d8) on
Poison Damage chart: the third, and 2 (1d4) on the fourth.
Adult. Damage: 7 (2d6) poison damage.
Ancient. Damage: 10 (3d6) poison damage. The effect ends if the target receives magical
healing.
Vorpal Bite
Vitriolic Breath Type: Trait.
Type: Trait.
54
If the dragon scores a critical hit with its bite, it Type: Trait.
rolls damage dice three times, instead of twice. The dragon turtle is resistant to piercing and slashing
damage from nonmagical weapons.
Vorpal Claw
Type: Trait. Retreat into its Shell
If the dragon scores a critical hit with its claw, it Type: Reaction.
rolls damage dice three times, instead of twice.
The dragon turtle add 5 to its AC against one melee
___________________________________________________________ or ranged attack that would hit it. To do so, the
dragon turle must see the attacker.
Ambush Hunter
Blinding Steam Type: Trait.
Type: Trait. If the drider surprises a creature and hits it with an
Talent Cost: 2 (Counts as 2 Talents). attack during the first round of combat, the target
takes an extra 10 (3d6) damage from the attack. In
A creature that fails its saving throw against the
addition, once per turn the drider deals an extra 7
dragon turtle's breath weapon is also blinded for
(2d6) damage when it hits a target with a weapon
one minute.
attack and has advantage on the attack roll.
Innate Spellcaster
Boiling Breath Type: Trait.
Type: Trait.
The drider's spellcasting ability is Wisdom (DC 13).
After the dragon turtle uses its steam breath, the The drider can innately cast the following spells,
area within the cone of effect of the dragon turtle's requiring no material components:
steam breath is bathed in boiling steam for one 1/day (each): dancing lights, web
round. Each creature that starts its turn, enters for
the first time, or ends its turn in a space within that
area there must make a DC 18 Constitution saving Innate Spellcaster II
throw, taking 24 (7d6) fire damage on a failed save, Type: Trait.
or half as much on a successful one.
Prerequisite: Innate Spellcaster.
The drider's spellcasting ability is Wisdom (DC 13).
Caustic Bite The drider can innately cast the following spells,
Type: Trait. requiring no material components:
1/day (each): dispel magic, lightning bolt
The dragon turtle's bite deals an extra 9 (2d8) fire
damage.
55
Type: Trait. Type: Trait.
A creature bitten by the drider must make a DC 15 The dryad can take a bonus action to impose
Constitution saving throw or be poisoned for one disadvantage to a target's saving throw when it
minute. The target is paralyzed while poisoned in uses its Fey Charm against it. It must decide to use
this way. The creature can repeat the saving throw this feature before the saving throw is rolled.
at the end of each of its turns, ending the effect on
itself on a success.
Duergar Immunity
Type: Trait.
Dryad The duergar is immune to lllusions, paralysis, and
The dryad (CR 1) can have 1 talent. poison.
Subterranean Stalker
Hide in Plain Sight
Type: Action.
While within 5 feet. of any plant, tree, or vegetation,
the dryad can take a bonus action to perform a
Hide action and gains advantage on all Dexterity
(Stealth) checks.
Innate Spellcaster
Type: Trait.
The drayd's spellcasting ability is Wisdom (DC 13).
The drider can innately cast the following spells,
requiring no material components:
1/day (each): sleep, suggestion
58
A creature that hits the fire elemental with a melee must make a DC 15 Constitution saving throw. On
attack while within 10 feet of it takes 5 (1d10) fire a failed save, the target can't breathe, can't use
damage. 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
Blast Wave (Recharge 5-6) on its turn, but not both. These effects last until the
Type: Action. end of the water elemental's next turn.
Talent Cost: 2 (Counts as 2 Talents).
The fire elemental emits a searing wave of fire. Ice Shards (Recharge 4-6)
Each creature within 20 feet of the fire elemental Type: Action.
must succeed on a DC 14 Dexterity saving throw,
The water elemental creates up to three ice shards
taking 21 (6d6) fire damage and catches fire on
and hurls them at one target or several.
a failed save, or half as much damage and hasn't
caught fire on a successful one. Ice Shard. Ranged Weapon Attack: +7 to hit, reach
120 ft., one target. Hit: 10 (2d6 + 3) cold damage.
Hungry Flames
Type: Reaction. Surging Waves (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents).
If a creature misses a melee attack against the fire
elemental, and the creature is within 5 feet of the The water elemental unleashes a violent rush of
fire elemental, the fire elemental can make one water that pushes and knocks enemies down. Each
touch attack at the creature. creature within 15 feet of the water elemental must
succeed on a DC 15 Strength saving throw, taking
13 (2d8 + 4) bludgeoning damage and is pushed
Searing Rays (Recharge 4-6) up to 10 feet away and is knocked prone on a failed
Type: Action. save, or half as much damage and isn't pushed and
knocked prone on a successful one.
The fire elemental conjures up to three rays of fire
and hurls them at one target or several.
Searing Ray. Ranged Weapon Attack: +6 to hit, Tendrils
reach 120 ft., one target. Hit: 10 (2d6 + 3) fire Type: Trait.
damage. If the target is a flammable object that isn't
The reach of the Water Elemental's slam attack is
being worn or carried, it also catches fire.
increased to 15 feet.
Water Mastery
Water Elemental Type: Trait.
The water elemental (CR 5) can have 2 talents. The water elemental has advantage on all melee
weapon attacks against a creature if both the water
elemental and the target are touching water. In
Drowning Blow addition, while submerged in water, the water
Type: Trait. elemental is invisible.
59
Elves, Drow Talent Cost: 2 (Counts as 2 Talents).
Prerequisite: Drow Mage or Drow Priestess of Lolth.
The drow summons 2d4 giant spiders or 1d3
phase spiders. A summoned spider appears in an
unoccupied space within 60 feet of its summoner
and acts as an ally of the drow. It remains for one
minute, until it or the drow dies, or until the drow
dismisses it as an action.
Empyrean
Magic Resistance The empyrean (CR 23) can have 8 talents.
Type: Trait.
The drow has advantage on saving throws against
spells and other magical effects. Cleaving Swing (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Skirmisher Each creature within 10 feet of the empyrean must
Type: Reaction. make a DC 25 Dexterity saving throw, taking 31
Skirmisher. When an enemy the drow can see ends (6d6 + 10) bludgeoning damage on a failed save, or
its turn within 5 feet of it, the drow can move up half as much damage on a successful one.
to half its speed. This movement doesn’t provoke
opportunity attacks.
Enamoring Presence
Type: Trait.
Subterranean Stalker Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. If a creature starts its turn within 30 feet of the
The drow has advantage on Wisdom (Perception), empyrean and the two of them can see each
Wisdom (Survival) checks, and Dexterity (Stealth) other, the empyrean can force the target to make
checks while in natural subterranean surroundings. a DC 23 Charisma saving throw if the empyrean
isn't incapacitated. On a failed save, the target
is charmed. The charmed target is stunned. A
Summon Spiders (1/day) charmed creature can repeat the saving throw at
Type: Action. the end of each of its turns, ending the effect on
60
Improved Bolster
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Bolstered creatures gain advantage on their next
attack roll until the end of the empyrean's next
turn.
Power Attack
Type: Trait.
Prerequisite Must be using a heavy weapon.
Before the empyrean makes a maul attack, it can
choose to take a -5 penalty to the attack roll. If the
attack hits, it adds +10 to the attack's damage.
Stunning Bolt
Type: Trait.
If the empyrean's bolt attack roll against a target
succeeds by 5 or more, the target must make a DC
15 Constitution saving throw or be stunned until
the end of the empyrean's next turn.
Flameskull
Strangling Web The flameskull (CR 4) can have 2 talents.
Type: Trait.
A creature that is restrained by the web of the
ettercap takes 1d4 bludgeoning damage at the start Combusting Gaze (Recharge 5-6)
of each of its turns and is unable to breathe. Type: Trait.
The flameskull can take a bonus action to gaze at
one creature it can see within 30 feet of it. The
target must make a DC 13 Wisdom saving throw
or take 5 (1d10) fire damage and catch fire. Until
Ettin (see also Giant) someone takes an action to douse the fire, the
The ettin (CR 4) can have 2 talents. creature takes 5 (1d10) fire damage at the start of
each of its turns.
Coordinated Swing
Type: Trait. Extended Fire Ray
Type: Trait.
If the ettin successfully hits a target with its first
melee weapon attack, it gains advantage on its next The range of the flameskull's fire ray attack is
melee weapon attack made against the same target increased to 60 feet.
before the end of its turn. Improved Multiattack
Type: Trait.
Faerie Dragon
The faerie dragon (CR 1 or 2) can have 1 talent.
63
The gas spore's fly speed is 15 feet, instead of just throw or be restrained as long as the galeb duhr
10 feet. maintains concentration, up to 1 minute (as if
concentrating on a spell).
Stone Skin
Extended Rotting Touch Type: Trait.
Type: Trait. The galeb duhr has resistantance to bludgeoning,
The reach of the Violet Fungus's rotting touch piercing, and slashing from nonmagical weapons
attack is increased to 15 feet. that aren't adamantine.
Swift Creeper
Type: Trait.
Gargoyle
The gargoyle (CR 2) can have 1 talent.
The violet fungus's speed is increased by 5 feet.
___________________________________________________________
Ambush Hunter
Type: Trait.
If the gargoyle surprises a creature and hits it
with an attack during the first round of combat,
Galeb Duhr the target takes an extra 7 (2d6) damage from the
The galeb duhr (CR 6) can have 3 talents. attack. In addition, once per turn, the gargoyle
deals an extra 3 (1d6) damage when it hits a target
with a melee weapon attack and has advantage on
Earthen Grasp (Recharge 5-6) the attack roll.
Type: Action.
The galeb duhr targets a Large or smaller creature
standing on the ground within 120 feet. The Flyby
ground underneath the target animates into the Type: Trait.
shape of giant hand and attempts to grip the target. The gargoyle doesn't provoke an opportunity attack
The target must make a DC 12 Strength saving when it flies out of an enemy's reach.
64
Genie
Dao
The dao (CR 11) can have 4 talents.
Swoop
Type: Trait. Hardened Skin
If the gargoyle flies at least 30 feet and hits Type: Trait.
a Medium or smaller creature with its claw The dao has resistantance to bludgeoning, piercing,
attack, the target is grappled (escape DC 12) and and slashing from nonmagical weapons.
restrained while the gargoyle flies upward with it
at half its speed. While the gargoyle has a creature
grappled, it can fly up to a maximum height of
Swift Earthen Grasp (Recharge 5-6)
30 feet. The gargoyle can take a bonus action to
Type: Trait.
drop the target from the air. If a dropped target
strikes a solid surface, the target is knocked prone Talent Cost: 2 (Counts as 2 Talents).
and takes 3 (1d6) bludgeoning damage for every The dao can take a bonus action to target a Large
10 feet it was dropped. If the target is dropped at or smaller creature standing on the ground within
another creature, that creature must succeed on 120 feet. The ground underneath the target
a DC 12 Dexterity saving throw or take the same animates into the shape of giant hand and attempts
damage and be knocked prone. to grip the target. The target must make a DC 14
Strength saving throw or be restrained as long as
the dao maintains concentration, up to 1 minute (as
Improved Multiattack if concentrating on a spell).
Type: Trait.
When the gargoyle uses its Multiattack, it makes
three attacks: one with its bite and two with its Swift Spellcaster (3/day)
claws. Type: Trait.
65
Talent Cost: 3 (Counts as 3 Talents).
The dao can take a bonus action to cast a spell that Whirlwind Storm
has a casting time of 1 action. Type: Trait.
Trembling Slam (Recharge 5-6) Talent Cost: 2 (Counts as 2 Talents).
Type: Action. The whirlwind the djinn creates can generate
The dao strikes the ground with its maul, triggering and hurl bolts of lightning. At the start of each
an earth tremor. All other creatures on the ground of the djinn's turns, the djinn targets a creature
within 20 feet of the dao must succeed on a DC 18 within 30 feet of the whirlwind. The target must
Strength saving throw or be knocked prone. make a DC 17 Dexterity saving throw. On a failed
When the dao uses its Multiattack and Trembling save, it takes 3d10 lightning damage, or half as
Slam is available, the dao can use its Trembling much on a successful one. In addition, a creature
Slam in place of one maul attack. restrained by the whirlwind or is within 5 feet of
the whirlwind takes 5 (1d10) lightning damage at
the start of each of the djinni's turns.
Zephyr
Djinn Type: Reaction.
The djinni (CR 11) can have 4 talents.
When a creature the djinn can see targets the
djinn with an attack, the air elemental can move
Shredding Whirlwind
Type: Trait.
A creature restrained by the whirlwind takes 10
(3d6) slashing damage at the start of each of the
djinn's turns.
66
up to half its speed without provoking opportunity
attacks.
Exploding Flames
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Efreeti If the efreeti hits a creature with its hurl flame attack,
The efreeti (CR 11) can have 4 talents.
each creature within 10 feet of the target (not including
the target) must make a DC 15 Dexterity saving throw
Aura of Fire or take 17 (5d6) fire damage on a failed save, or half as
much damage on a successful one.
Type: Trait.
If the efreeti misses with a hurl flame attack, select
A creature that starts its turn within 10 feet of the a random space within 5 feet of the original target
efreeti takes 11 (2d10) fire damage. and treat this as the new target and origin point of
the explosion. The efreeti can also choose to aim at a
specific space instead of a creature.
Blast Wave (Recharge 5-6)
Type: Action.
Talent Cost: 2 (Counts as 2 Talents). Fiery Demise
Type: Trait.
The efreeti sends a searing wave of flames around
it. Each creature within 20 feet of the efreeti must If the efreeti dies, it explodes in a large burst of fire
succeed on a DC 15 Dexterity saving throw, taking and magma. Each creature within 20 feet of it must
35 (10d6) fire damage and catches fire on a failed make a DC 19 Dexterity saving throw, taking 36
save, or half as much damage and hasn't caught fire (8d8) fire damage on a failed save, or half as much
on a successful one. damage on a successful one. Flammable objects
67
that aren't being worn or carried in that area are Improved Multiattack
ignited. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
When the marid uses its Multiattack, it can make
Swift Spellcaster (3/day)
three trident attacks or one trident attack and one
Type: Trait.
water jet.
Talent Cost: 3 (Counts as 3 Talents).
The efreeti can take a bonus action to cast a spell
that has a casting time of 1 action. Water Shield (2/day)
Type: Reaction.
When a creature the marid can see targets the
marid with an attack and the marid is within 5 feet
of water, the marid can animate the water to rise
Marid and form a temporary wall, adding 3 to marid's AC
The marid (CR 11) can have 4 talents. and Dexterity saving throws until the end of the
turn. To do so, the marid must see the attacker.
___________________________________________________________
Poisonous Trident
Type: Trait.
A creature hit by the marid's trident attack must
make a DC 16 Constitution saving throw or be
poisoned for 1 minute. While poisoned in this way, Ghost
the target is paralyzed. A target can repeat the The ghost (CR 4) can have 2 talents.
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Aura of Decay
Type: Trait.
Surging Waves (Recharge 5-6)
A creature that starts its turn within 5 feet of the
Type: Action.
ghost takes 5 (1d10) necrotic damage
Talent Cost: 2 (Counts as 2 Talents).
The marid unleashes a violent rush of water that
pushes and knocks enemies down. Each creature Chill Touch
within 15 feet of the marid must succeed on a Type: Trait.
DC 16 Strength saving throw, taking 27 (6d8) The ghost's melee weapon attacks deal an extra 7
bludgeoning damage and if the target is Large or (2d6) cold damage.
smaller, is pushed 10 feet and knocked prone on
a failed save, or half as much damage and isn't
pushed and knocked prone on a successful one. Dessicating Touch
Type: Trait.
Swift Spellcaster (3/day) If the ghost's withering touch attack roll against a
Type: Trait. target succeeds by 5 or more, the target must make
a DC 13 Constitution saving throw or age 1d4 x
Talent Cost: 3 (Counts as 3 Talents). 10 years. The aging effect can be reversed with a
The marid can take a bonus action to cast a spell greater restoration spell, but only within 24 hours
that has a casting time of 1 action. of it occurring.
68
Fade into the Ether (3/day) Talent Cost: 2 (Counts as 2 Talents).
Type: Reaction. The ghast can emit a bloodcurdling, sickening
When a creature the ghost can see targets the scream. Each creature within 30 feet that can
ghost with an attack, the ghost uses it reaction to hear its scream takes 5 (1d10) necrotic damage
immediately shift from the Material Plane to the and must succeed on a DC 10 Constitution saving
Ethereal Plane and back, causing the attack to throw. On a failed save, a creature will have its hit
automatically miss. point maximum reduced by an amount equal to the
damage taken. This reduction lasts until the target
finishes a long rest. The target dies if this effect
Flyby reduces its hit point maximum to 0.
Type: Trait.
The ghost doesn't provoke an opportunity attack
when it flies out of an enemy's reach.
Multiattack
Type: Action.
The ghast makes two attacks. One with its bite and
one with its claws.
Packmaster
Agarat's Scream (Recharge 5-6) Type: Trait.
Type: Action. Any ghoul within 30 feet of the ghast that can see
or hear the ghast has advantage on an attack roll
against a creature if at least one of the ghast's
allies is within 5 feet of the target and the ally isn't
incapacitated.
Ghoul
The ghoul (CR 1) can have 1 talent.
Multiattack
Type: Action.
If the ghoul hits a target with its claws attack, it can
take a bonus action to make a bite attack against
the target.
Lunging Strike
69
Type: Trait.
If the ghoul has already moved up to its speed and
an enemy creature the ghoul can see is within 10
feet of the ghoul, it can take a bonus action to move Cleaving Swing (Recharge 5-6)
5 feet. If the ghoul ends within 5 feet of the target Type: Action.
as a result of this action, it gains advantage on its Talent Cost: 2 (Counts as 2 Talents).
next attack made against the target this turn.
Each creature within range of the giant's melee
weapon attack must make a Dexterity saving throw.
The DC is equal to 8 plus the giant's Strength
Prowler modifier plus its proficiency bonus (see MM page
Type: Trait. 8). On a failed save, the target takes damage equal
The ghoul has advantage on Dexterity (Stealth) and to the giant's melee weapon damage, or half as
Wisdom (Survival) checks made when tracking a much damage on a successful one.
creature.
Crushing Stomp
Type: Trait.
Prerequisite Stomp
Fling
Type: Action.
One object held or creature that is smaller than the
giant and is grappled by the giant is thrown up to
60 feet towards a target space and knocked prone.
If a thrown target strikes a solid surface, the target
takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown plus the giant's strength modifier.
Boulder If the target is thrown at another creature, that
Type: Trait. creature must succeed on a Dexterity saving throw.
The DC is equal to 8 plus the giant's Strength
Prerequisite Rock action.
modifier plus its proficiency bonus (see MM page
The missile from the giant's rock attack shatters 8). On a failed save, the target takes the same
into many pieces when it lands, possibly hitting damage and be knocked prone.
those near the target. Any creature within 5 feet of When the giant uses its Multiattack, the giant can
the target of the giant's rock attack must succeed use Fling in place of one melee weapon attack.
on a Dexterity saving throw, even if the giant misses
its target. The DC is equal to 8 plus the giant's
Strength modifier plus its proficiency bonus (see Power Attack
MM page 8). On a failed save, the target takes half Type: Trait.
as much damage of the rock attack hit.
Prerequisite Must be using a heavy weapon.
70
Before the giant makes a melee weapon attack, it (2d8 + 6) bludgeoning damage.
can choose to take a -5 penalty to the attack roll. If
the attack hits, it adds +10 to the attack's damage. Giant, Hill:
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Stomp one prone target smaller than the giant. Hit: 14
Type: Action. (2d8 + 5) bludgeoning damage.
The giant can take a bonus action to make a Stomp
attack. The giant can only target prone creatures Giant, Storm:
smaller than itself. The statistics of the kick depend Stomp. Melee Weapon Attack: +14 to hit, reach 5
on the giant: ft., one prone target smaller than the giant. Hit: 18
(2d8 +9) bludgeoning damage.
Giant, Cloud:
Stomp. Melee Weapon Attack: +12 to hit, reach 5
ft., one prone target smaller than the giant. Hit: 17 Half-Ogre:
(2d8 + 8) bludgeoning damage. Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one prone target smaller than the giant. Hit: 7 (1d8
Giant, Fire: +3) bludgeoning damage.
Stomp. Melee Weapon Attack: +11 to hit, reach 5
ft., one prone target smaller than the giant. Hit: 16 Ogre:
(2d8 + 7) bludgeoning damage. Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one prone target smaller than the giant. Hit: 8 (1d8
Cyclops / Fomorian / Giant, Frost / Giant, Stone: +4) bludgeoning damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one prone target smaller than the giant. Hit: 15 Oni / Troll:
71
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., The cloud giant's vision is not obscured by fog or
one prone target smaller than the giant. Hit: 8 (1d8 mists.
+5) bludgeoning damage.
Mists of Memnor
Rip Earth Type: Trait.
Type: Trait. The cloud giant constantly projects a magical aura
of thin bluish mist. A creature hostile to the cloud
Prerequisite Rock Action, Boulder
giant that starts its turn within 10 feet of the cloud
The giant can rip a huge chunk off the ground giant must make a DC 15 Charisma saving throw,
nearby and use it as its rock attack, shattering into unless the cloud giant is incapacitated. On a failure,
many pieces upon impact. Any creature within 10 the target begins to giggle uncontrollably. It can't
feet of the target of the giant's rock attack must take reactions or maintain concentration until
succeed on a Dexterity saving throw, even if the the end of its next turn. On its turn, the target
giant misses its target. The DC is equal to 8 plus the can't move, and it uses its action to make a melee
giant's Strength modifier plus its proficiency bonus or ranged attack against a randomly determined
(see MM page 8). On a failed save, the target takes creature within range. If the target can't attack,
half as much damage of the rock attack hit. it does nothing on its turn but fall prone into fits
of laughter. At the end of the creature's turn,
the effect ends. If a creature's saving throw is
Trembling Slam successful, the creature is immune to the cloud
Type: Action. giant's mists of memnor for the next 24 hours.
The giant strikes the ground with its melee weapon
or foot, triggering a short earth tremor. All other
creatures on the ground within 10 feet of the giant
that are smaller than the giant must succeed on a
Strength saving throw or be knocked prone. The
DC is equal to 8 plus the giant's Strength modifier
plus its proficiency bonus (see MM page 8).
When the giant uses its Multiattack and
Trembling Slam is available, the giant can use its
Trembling Slam in place of one melee weapon
attack.
Cloud Giant
Combat Advantage
Type: Trait.
Once during its turn, the cloud giant deals an
extra 10 (3d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll.
Fogsight
Type: Trait.
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Fire Giant Ice Shaper
Type: Trait.
Prerequisite Frost Mantle
Flame Mantle
Type: Trait. The frost giant can innately cast spells. Its spell-
casting ability is Charisma (DC 12). The frost giant
A creature that starts its turn within 5 feet of the
can innately cast the following spells, requiring no
giant takes 5 (1d10) fire damage. In addition,
material components:
the giant's melee weapon attacks deal an extra 5
(1d10) fire damage. 3/day: armor of agathys
1/day: wall of ice
Forgecaller
Type: Trait. Winter Blast (Recharge 6)
Type: Action.
Prerequisite Flame Mantle
Prerequisite Ice Shaper
The fire giant can innately cast spells. Its
spellcasting ability is Wisdom (DC 13). The The frost giant magically emits freezing ice in a 30-
fire giant can innately cast the following spells, foot cone. Each creature in that area must make a
requiring no material components: DC 12 Strength saving throw, taking 31 (9d6) cold
3/day: heat metal damage and is restrained on a failed save, or half as
1/day: flame strike much damage and is not restrained on a successful
one. While restrained in this way, the creature, or
another creature within 5 feet of it, can make a DC
Wave of Flames (Recharge 6) 16 Strength check. On a success, the creature is no
Type: Action. longer restrained.
Prerequisite Forgecaller
Searing flames surge from the fire giant and
incinerate those around it. Each creature within
20 feet of it must make a DC 13 Dexterity saving Stone Giant
throw. On a failed save, the target takes 45 (13d6)
fire damage and catches fire. On a successful save,
the target takes half as much damage and doesn't Aura of Earth
catch fire. Type: Trait.
A creature that starts its turn within 5 feet of the
giant must make a DC 16 Constitution saving throw
or be blinded until the end of the stone giant's
next turn by the dirt and soil that swirls constantly
Frost Giant around the stone giant. Stone giants and creatures
from the elemental plane of earth are immune to
this effect.
Frost Mantle
Type: Trait.
A creature that starts its turn within 5 feet of the Runecarver
giant takes 5 (1d10) cold damage. In addition, Type: Trait.
the giant's melee weapon attacks deal an extra 5
Prerequisite Aura of Earth
(1d10) cold damage.
The stone giant can innately cast spells. It's
spellcasting ability is Wisdom (DC 12). The
73
stone giant can innately cast the following spells, Thunder Clap (Recharge 6)
requiring no material components: Type: Action.
3/day: meld into stone Talent Cost: 2 (Counts as 2 Talents).
2/day: maximilian's earthen grasp (EE)
1/day: stone shape Prerequisite Storm Mantle
The storm giant magically causes lightning and
thunder to erupt within its vicinity. Each creature
Rune of Tremor (Recharge 6) within 30 feet of it must make a DC 17 Constitution
Type: Action. saving throw. On a failed save, the target takes
24 (7d6) lightning damage and 24 (7d6) thunder
Prerequisite Runecarver
damage and is stunned until the end of the storm
The stone giant targets a point it can see within giant's next turn. On a successful save, the target
120 feet. A violent spout of churned earth and takes half as much damage and isn't stunned.
stone erupts in a 20-foot cube centered on that
point. Each creature in that area must make a DC
___________________________________________________________
12 Dexterity saving throw. A creature takes 26
(4d12) bludgeoning damage and is knocked prone
on a failed save, or half as much damage and is not
knocked prone on a successful one.
Gibbering Mouther
The gibbering mouther (CR 2) can have 1 talent.
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The githyanki knight can have 3 talents.
Githyanki Warrior
The githyanki warrior can have 2 talents.
Daze (3/day)
Githzerai
Type: Trait.
Defended Mind
The githyanki warrior can take a bonus action and Type: Trait.
target a creature within 5 feet of it. The target must
succeed on an DC 11 Intelligence saving throw or The githzerai has advantage to all Intelligence,
the target can't take any action except move up to Wisdom, and Charisma saving throws against
half of its speed until the end of the githyanki's next paralysis and being stunned.
turn.
Githzerai Monk
The githzerai monk can have 1 talent. Psi Strike
Type: Trait.
Evasive
Type: Trait.
When the githzerai zerth is subjected to an effect
Gnoll
The gnoll and gnoll pack lord both have 1 talent
that allows it to make a Dexterity saving throw to each. The gnoll fang of yeenoghu can have 2
talents.
Improved Rampage
Type: Trait.
When the gnoll reduces a creature to 0 hit points
with a melee attack on its turn, the gnoll can take
a bonus action to move up to its speed and make a
bite attack.
Pack Attack
Type: Trait.
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The gnoll deals an extra 3 (1d6) damage with its
melee weapon attacks against a creature if at least
two of the gnoll's allies are within 5 feet of the
target and the allies are not incapacitated. Goblin
The goblin and goblin boss both have 1 talent each.
77
attack and misses, the goblin can move 5 feet. This damage until the end of its next turn.
movement will not trigger opportunity attacks.
___________________________________________________________
Crippling Slam
Type: Trait.
If the golem's slam attack roll against a Large or
If the golem's slam attack roll against a target Prerequisite: Stone Golem
succeeds by 5 or more, the target must make a The stone golem can target one or more creatures
Constitution saving throw. The DC is equal to it can see within 20 feet of it.
8 plus the golem's Strength modifier plus its
proficiency bonus (see MM page 8). On a failed
save, the target is stunned until the end of the Fling
golem's next turn. Type: Action.
Prerequisite Clay Golem, Iron Golem, Stone Golem
Battery One object held or creature that is smaller than the
Type: Trait. golem and is grappled by the golem is thrown up to
60 feet towards a target space and knocked prone.
Prerequisite Flesh Golem
If a thrown target strikes a solid surface, the target
Whenever the flesh golem is subjected to lightning takes 3 (1d6) bludgeoning damage for every 10 feet
damage, its slam attacks deal an extra 4 (1d8) it was thrown plus the golem's strength modifier.
lightning damage until the end of its next turn. If the target is thrown at another creature, that
creature must succeed on a Dexterity saving throw.
The DC is equal to 8 plus the golem's Strength
Bibulous modifier plus its proficiency bonus (see MM page
Type: Trait. 8). On a failed save, the target takes the same
damage and be knocked prone.
Prerequisite Clay Golem
When the golem uses its Multiattack, the golem
Whenever the clay golem is subjected to acid can use Fling in place of one slam attack.
damage, its slam attacks deal an extra 5 (1d10) acid
78
Heated Magic Immunity III
Type: Trait. Type: Trait.
Prerequisite Iron Golem Prerequisite Magic Immunity I, Magic Immunity II
When the iron golem is subjected to fire damage, its The golem is immune to spells of 3rd level and
slam attacks deal an extra 7 (2d6) fire damage until below, but not to cantrips.
the end of its next turn.
Noxious Breath
Juggernaut (Recharge 5-6) Type: Trait.
Type: Action. Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents). Prerequisite: Iron Golem
Prerequisite Clay Golem, Iron Golem, or Stone
A creature that fails its saving throw against the
Golem, Unstoppable iron golem's poison breath attack is also poisoned
for one minute.
The golem moves up to its speed. During this move,
it can enter Large or smaller creatures' spaces. A
creature whose space the golem enters must make
a Dexterity saving throw. On a successful save,
Reinforced Armor Plating
the creature is pushed 5 feet to the nearest space Type: Trait.
out of the golem's path. The DC is equal to 8 plus Talent Cost: 2 (Counts as 2 Talents).
the golem's Strength modifier plus its proficiency
Prerequisite Iron Golem or Stone Golem
bonus (see MM page 8). On a failed save, the
creature falls prone and takes slam damage from The golem is resistant to bludgeoning, piercing,
the golem. If the golem remains in the prone and slashing damage from all weapons that aren't
creature's space, the creature is also restrained adamantine.
until it's no longer in the same space as the golem.
While restrained in this way, the creature, or
another creature within 5 feet of it, can make a DC Squeeze
18 Strength check. On a success, the creature is Type: Trait.
shunted to an unoccupied space of its choice within
Talent Cost: 2 (Counts as 2 Talents).
5 feet of the golem and is no longer restrained.
Magic Immunity I
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The golem is immune to 1st level spells, but not to
cantrips.
Magic Immunity II
Type: Trait.
Prerequisite Magic Immunity I
The golem is immune to spells of 2nd level and
below, but not to cantrips.
79
Prerequisite Clay Golem, Iron Golem, or Stone
Golem
Disembowel
When the golem hits a medium or smaller creature Type: Trait.
with its slam attack, it is grappled and restrained
until the grapple ends. The Escape DC is equal If the gorgon's gore attack roll against a target
to 8 plus the golem's Strength modifier plus its succeeds by 5 or more, the target must make a DC
proficiency bonus (see MM page 8). Until this 16 Constitution saving throw, taking 12 (1d12+5)
grapple ends, the target is restrained and the golem slashing damage on a failed save, or half as much
can automatically hit the target with its slam but damage on a successful one.
can't use one of its slam attacks against other
targets.
Iron Hide
Type: Trait.
Trembling Slam The gorgon is resistant to bludgeoning, piercing, and
Type: Action. slashing damage from nonmagical weapons that
Prerequisite Clay Golem, Iron Golem, or Stone aren't adamantine.
Golem
The golem pounds the ground, triggering a short
Stunning Charge
earth tremor. All other creatures on the ground
Type: Action.
within 10 feet of the golem that are Medium or
smaller than the golem must succeed on a Strength A creature that is successfully knocked prone
saving throw or be knocked prone. The DC is equal by the gorgon's trampling charge feature is also
to 8 plus the giant's Strength modifier plus its stunned until the end of the gorgon's next turn.
proficiency bonus (see MM page 8).
When the golem uses its Multiattack and
Trembling Slam is available, the golem can use its Rear Kick
Trembling Slam in place of one slam attack. Type: Reaction.
When a creature the gorgon can see and is within 5
feet of the gorgon targets the gorgon with a melee
Unstoppable attack, the gorgon can attack it with its hooves.
Type: Trait. If the gorgon hits, the target must make a DC 16
Prerequisite Clay Golem, Iron Golem, or Stone Strength check or be pushed 5 feet away and be
Golem knocked prone.
The golem deals double damage against objects
and structures. In addition, the golem can move
through the space of a Large or smaller hostile
creature. All opportunity attacks made against the
golem by the creatures whose spaces the golem
entered have disadvantage.
___________________________________________________________ Grell
The grell (CR 3) can have 2 talents.
Extended Tentacles
Gorgon Type: Trait.
The gorgon (CR 5) can have 2 talents.
The reach of the tentacle attack of the grell is
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Grick
The grick (CR 2) can have 1 talent. The grick alpha
(CR 7) can have 3 talents.
Ambush Hunter
Type: Trait.
If the grick surprises a creature and hits it with an
attack during the first round of combat, the target
takes an extra 3 (1d6) damage from the attack. In
addition, once per turn the grick deals an extra 3
(1d6) damage when it hits a target with a melee
attack and has advantage on the attack roll.
Constricting Tentacles
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
increased to 15 feet. Prerequisite Grick Alpha
A Large or smaller creature that is hit by the grick
Improved Multiattack alpha's tentacles is grappled (escape DC 15). Until
Type: Trait. this grapple ends, the target is restrained and the
grick alpha can automatically hit the target with its
When the grell uses its Multiattack, it has three tentacles but can't use its tentacles against other
attacks: two with its tentacles and one with its targets.
beak.
Poisonous Beak
Lightning Cloud (Recharge 5-6) Type: Trait.
Type: Action.
A creature hit by the grick's beak attack must make
The grell emits a cloud of electrically-charged a DC 10 Constitution saving throw (DC 13 for the
gas. Each creature within 20 feet of it must make Grick Alpha) or become poisoned for 1 minute.
a DC 11 Dexterity saving throw, taking 14 (4d6)
lightning damage on a failed save, or half as much
damage on a successful one. Tail Strike
Type: Reaction.
81
Griffon
The griffon (CR 2) can have 1 talent.
Gang Up
Type: Trait.
The grimlock has advantage on an attack roll
against a creature if at least two of the grimlock's
allies are within 5 feet of the target and the allies
aren't incapacitated.
Hag
Green Hag
The green hag (CR 3) can have 2 talents.
82
Innate Spellcaster 3/day (each): detect evil and good, detect magic
Type: Trait. 1/day: enervation
The green hag's spellcasting ability is Charisma (DC
12). The hag can innately cast the following spells,
requiring no material components: Sleep Touch
3/day (each): misty step, tongues Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents). The night hag conjures a cloud of sleep-inducing
mist around it. Each creature within 20 feet of
A creature hit by a green hag's claws attack must it must make a DC 14 Wisdom saving throw or
make a DC 12 Constitution saving throw or have fall unconscious. A sleeping creature remains
its Strength score reduced by 1d4. The target dies unconscious for 1 minute, or until the sleeper takes
if this reduces its Strength to 0. Otherwise, the damage, or someone uses an action to shake or slap
reduction lasts until the target finishes a short or the sleeper awake.
long rest.
The night hag's innate spellcasting ability is The sea hag's spellcasting ability is Charisma (DC
Charisma (DC 13). The hag can innately cast the 11). The hag can innately cast the following spells,
following spells, requiring no material components: requiring no material components:
83
At will (each): dancing lights, minor illusion, misty ___________________________________________________________
step
84
or the creature can't move and take actions and Type: Action.
reactions until the end of its next turn. The helmed horror swings its weapon in a wide arc.
The helmed horror only makes one attack roll and
the result is checked against the AC of each target
within range of its melee weapon attack. The
helmed horror deals its melee weapon damage to a
Hell Hound creature it hits.
The hell hound (CR 3) can have 2 talents.
Aura of Fire
Type: Trait.
Elemental Weapon
Type: Trait.
A creature that starts its turn within 5 feet of the
hell hound takes 5 (1d10) fire damage. Select one elemental Type: from cold, fire, lightning,
or thunder. The helmed horror's longsword attack
deals an extra 1d8 damage of the elemental Type:
chosen.
Go for the Throat
Type: Trait.
If the hell hound hits a prone target with its bite Extra Spell Immunity
attack, it is treated as a critical hit. Type: Trait.
The helmed horror is immune to three additional
spells.
Pounce
Type: Trait.
If the hell hound moves at least 30 feet straight
toward a creature and then hits it with a bite attack
on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone.
Spit Flame
Type: Action.
The hell hound can spit a glob of fire.
Spit Flame. Ranged Weapon Attack: +3 to hit, range
30 ft., one target. Hit: 14 (4d6) fire damage. If the
target is a flammable object that isn't being worn or
carried, it also catches fire.
Helmed Horror
The helmed horror (CR 4) can have 2 talents.
Blade Sweep
85
with a melee attack, the hippogriff can attack it
with its hooves. If the hippogriff hits, the target
Spell Reflection (3/day) must succeed on a DC 13 Strength saving throw or
Type: Reaction. be pushed 5 feet away and be knocked prone.
If the helmed horror is targeted by a spell it is Hooves. Melee Weapon Attack: +5 to hit , reach 5 ft.,
immune to, the helmed horror can choose another one target. Hit: 8 (2d4 + 3) bludgeoning damage.
creature (including the spellcaster) it can see
within 30 feet of it. The spell targets the chosen
creature instead of the helmed horror. If the spell
forced a saving throw, the chosen creature makes
its own save. If the spell was an attack, the attack
roll is rerolled against the chosen creature. Hobgoblin
Hippogriff
The hippogriff (CR 1) can have 1 talent.
Diving Overrun
Type: Action.
After flying more than 20 feet and then entering
the space of a medium-sized or smaller creature,
the hippogriff can try to knock the creature prone Hobgoblin Formation
and restrain it with a claw attack. If the hippogriff Type: Reaction.
scores a hit, the creature must make a DC 13 When a hostile creature the hobgoblin can see
Strength saving throw. On a failed save, the target moves within 5 feet of the hobgoblin, the hobgoblin
is knocked prone and restrained (escape DC 13) can move up to its speed without provoking
and the hippogriff can immediately attack it with opportunity attacks. It must be able to end in a
its beak. On a successful save, the creature isn't space within 5 feet of an allied hobgoblin that isn't
knocked prone, and is pushed 5 feet out of the incapacitated.
hippogriff's space into an unoccupied space of the
creature's choice. If no unoccupied space is with
in range, the creature instead falls prone in the
hippogriff's space.
Hobgoblin Phalanx
Type: Trait.
Flyby The hobgoblin gains +2 AC if it is within 5 feet of an
Type: Trait. allied hobgoblin that isn't incapacitated.
The hippogriff doesn't provoke an opportunity
attack when it flies out of an enemy's reach.
Hobgoblin Resilience
Type: Trait.
Rear Kick The hobgoblin has advantage to saving throws it
Type: Reaction. makes at the end of its turn.
When a creature the hippogriff can see and is
within 5 feet of the hippogriff targets the hippogriff
86
Improved Leadership
Type: Trait.
Prerequisite Hobgoblin Captain or Hobgoblin Hook Horror
Warlord. The hook horror (CR 3) can have 2 talents.
The Leadership die is increased from d4 to d8.
Fling
Lead from the Front (1/day) Type: Action.
Type: Action. Prerequisite Impale.
Prerequisite Hobgoblin Captain or Hobgoblin One object held or creature that is smaller than the
Warlord. hook horror and is grappled by the hook horror
is thrown up to 30 feet towards a target space
When the hobgoblin hits a target with a melee
and knocked prone. If a thrown target strikes a
weapon attack, it can choose 1d4 of its allies within
solid surface, the target takes 3 (1d6) bludgeoning
30 feet that can see and hear the hobgoblin. These
damage for every 10 feet it was thrown plus 4.
allies gain advantage to their next weapon attack
If the target is thrown at another creature, that
roll made against the target until the start of the
creature must succeed on a DC 14 Dexterity saving
hobgoblin's next turn.
throw or the creature takes the same damage and
___________________________________________________________ be knocked prone.
If the hook horror uses its Multiattack, it can use
Fling in place of one of one hook attack.
87
line of acid in the same turn but each head can only
do so once per long rest.
Hardened Carapace
Type: Trait.
The ankheg is resistant to piercing and slashing Cold Breath (5/day)
damage from nonmagical weapons that aren't Type: Action.
adamantine. Prerequisite Cryohydra.
A hydra's head exhales frost in a 15-foot cone. Each
Impale creature in that area must make a DC 16 Dexterity
Type: Trait. saving throw, taking 10 (3d6) cold damage on a
failed save, or half as much damage on a successful
When the hook horror hits a Large or smaller one.
creature with its hook attack, it is grappled (escape If the hydra uses its Multiattack and Cold Breath
DC 14). is available, it can use its breath in place of one bite
attack. Up to three of the hydra's heads can exhale
cold breath in the same turn but each head can only
Improved Multiattack
do so once per long rest.
Type: Trait.
When the hook horror uses its Multiattack, it makes
three attacks: two with its hooks and one with its Concerted Heads
beak. Type: Trait.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 +4) piercing damage. Talent Cost: 2 (Counts as 2 Talents).
When a creature is hit by two or more of the
hydra's bite attacks in the same turn, the hydra
Rend gains advantage to all of its bite attacks made
Type: Trait. against the same target until the end of the turn.
If a creature is hit by both the hook horror's hook
attacks in the same turn, it takes an extra 11 (2d6 +
4) slashing damage.
Hydra
The hydra (CR 8) can have 3 talents.
Intellect Devourer
The intellect devourer (CR 2) can have 1 talent.
Cloud Thoughts
Type: Trait.
The intellect devourer can take a bonus action to
target a living creature within 10 feet of it. The
target must succeed on a DC 12 Intelligence saving
throw or the intellect devourer becomes invisible
to the target for as long as the intellect devourer
maintains concentration.
Mind's Resilience
Type: Trait.
The intellect devourer has advantage to
Intelligence, Wisdom, and Charisma saving throws
it makes at the end of its turn. Invisible Stalker
The invisible stalker (CR 6) can have 3 talents.
Thought Lash
Type: Action. Ambush Hunter
A living creature within 10 feet of the intellect Type: Trait.
devourer must succeed on a DC 12 Intelligence If the invisible stalker surprises a creature and hits
saving throw or take 11 (2d10) psychic damage. it with an attack during the first round of combat,
If the target takes any of this damage, all attacks the target takes an extra 7 (2d6) damage from the
made against it has advantage until the start of the attack. In addition, once per turn the invisible
intellect devourer's next turn. stalker deals an extra 3 (1d6) damage when it hits a
target with a slam attack and has advantage on the
attack roll.
Cunning Action
90
Type: Trait. Type: Trait.
The invisible stalker can take a bonus action on The jackalwere has advantage on Charisma checks
each of its turns in combat. This action can be used when trying to pass itself as a different person.
only to take the Dash, Disengage, or Hide action.
Mark Target
Type: Trait. Kenku
The kunku (CR 1/4) can have 1 talent.
The invisible stalker can take a bonus action to
mystically place a mark on its quarry. While the
creature has this mark, the invisible stalker deals Born Sneaky
an extra 1d6 damage to the target whenever it hits Type: Trait.
it with its slam attack and has advantage on any
Wisdom (Perception) or Wisdom (Survival) check The kenku can reroll an ability check that involves
it makes to find it. the skill Deception, Sleight of Hand, or Stealth. It
must use the result of the second roll, even if it is
lower.
Relentless Pursuer Once it uses this feature, it cannot use it again
Type: Reaction. until it finishes a short or long rest.
Jackalwere Slippery
Type: Trait.
The jackalwere (CR 1/2) can have 1 talent.
The kenku can take a bonus action on each of its
turns in combat. This action can be used only to
Combat Advantage take the Disengage or Hide action.
Type: Trait.
Once during its turn, the jackalwere deals an extra
3 (1d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll.
Kobold
The kobold (CR 1/8) and winged kobold (CR 1/4)
Cunning Action
Type: Trait. both have 1 talent each.
Innate Spellcaster II
Type: Trait.
Prerequisite Innate Spellcaster.
The kraken can innately cast the following spells,
Kraken requiring no material components:
The kraken (CR 23) can have 8 talents. 2/day (each): control water, dominate beast
92
hallucinatory terrain Generate Lightning Bolt (Recharge
5-6)
Type: Action.
Innate Spellcaster IV Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
Prerequisite Kuo-toa Archipriest
Prerequisite Innate Spellcaster III.
The kuo-toa can innately cast Lightning Bolt,
The kraken can innately cast the following spells, requiring no material components.
requiring no material components:
1/day (each): control weather, tsunami
Harpoon
Type: Trait.
The kuo-toa has attached rope to the end of its
Shocking Storm spear. If a Medium or smaller creature is hit by a
Type: Trait. kuo-toa's ranged spear attack, it must make a DC
Talent Cost: 2 (Counts as 2 Talents). 11 Strength saving throw or be pulled up to 10 feet
toward the kuo-toa.
If a creature fails its saving throw against the
Lightning Storm bolt by 5 or more, it is stunned
until the end of the kraken's next turn.
Kuo-toa Resistance
Type: Trait.
The kuo-toa has advantage to saving throws against
poison and illusions, as well as to resist being
Kuo-toa charmed or paralyzed.
The kuo-toa (CR 1/4) and kuo-toa whip (CR 1) both
have 1 talent each. The kuo-toa archpriest (CR 6)
can have 3 talents. Sceptre Bash
Type: Trait.
Prerequisite Kuo-toa Archpriest
If the kuo-toa archpriest's sceptre attack roll
against a target succeeds by 5 or more, the target
must make a DC 13 Constitution saving throw or
be stunned until the end of the kuo-toa archpriest's
next turn.
Slick Manuever
Type: Action.
While within slimy or wet surroundings, the kuo-
toa can take a bonus action on each of its turns in
combat. This action can be used only to take the
Dash or Disengage action.
Lamia
93
The lamia (CR 4) can have 2 talents. The lich (CR 21) can have 8 talents.
Innate Spellcaster II
Type: Trait. Consume Undead
Prerequisite Innate Spellcaster. Type: Action.
The lamia can innately cast the following spells, The lich takes a bonus action to target an allied
requiring no material components: undead creature of CR 5 or less it can see within 30
1/day (each): charm monster, confusion feet and consumes its necrotic energy, destroying
the target. The lich then channels the necrotic
energy to perform one of the following:
Naturally Insidious • Regain 1d10 hit points per CR of the target (any
Type: Trait. excess is added as temporary hit points)
The lamia has advantage on all Charisma checks • Treat the next spell it casts until the end of its
when lying, intimidating and manipulating others turn as if one level higher per CR of the target (max
to further its agenda or for self-preservation.
Wisdom Drain
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
A creature hit by a lamia's Intoxicating Touch must
make a DC 13 Wisdom saving throw or have its
Wisdom score reduced by 1d4. The target becomes
insane if this reduces its Wisdom to 0. An insane
creature can't take reactions or move, and it uses
its action to make a melee or ranged attack against
a randomly determined creature within range. If
the target can't attack, it does nothing on its turn.
A creature's lost Wisdom points can be restored
with the greater restoration spell or similar magic.
Otherwise, the reduction lasts until the target
finishes a short or long rest.
Lich
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2 levels) Fear Aura
• Recover an expended spell slot or combined level Type: Trait.
of spell slots equal to the CR of the target A creature hostile to the lich that starts its
turn within 20 feet of the lich must make a
DC 20 Wisdom saving throw, unless the lich
Control Undead (3/day) is incapacitated. On a failed save, the target is
Type: Action. frightened until the start of its next turn. If a
The lich targets an undead creature within 60 feet. creature's saving throw is successful, the creature
The target must make a DC 18 Wisdom saving is immune to the lich's Fear Aura for the next 24
throw. On a failure, the undead creature is under hours.
its control for one hour. If the undead creature has
an Intelligence of 5 or less, it automatically fails the
saving throw. If it has an Intelligence of 10 or less it Greater Command Undead
has disadvantage on the saving throw. Type: Reaction.
While under its control, the undead creature Prerequisite: Improved Command Undead.
will follow the lich's commands to the best of its
ability. As long as it is within 1 mile of the lich, it When an enemy the Lich can see moves within
can command it telepathically, no action required. 30 feet of it, the Lich can use its reaction and
If not given a command, the undead will act as it target one undead it can see within 60 feet
normally does, including protecting itself. and telepathically give it a command to move
towards the enemy. The targeted undead creature
immediately uses its reaction to move up to its
speed towards the enemy and if it ends within 5
Command Undead
feet of it, perform one melee attack.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
The lich takes a bonus action to target an allied Improved Command Undead
undead creature with CR 5 or less it can see within Type: Action.
60 feet and telepathically gives it a command to Talent Cost: 2 (Counts as 2 Talents).
move or attack or do both. The target uses its
reaction to move up to its speed and perform one Prerequisite: Command Undead.
melee or ranged attack. As Command Undead, but the lich can target up to
two allied undead creatures with CR 5 or less it can
see within 60 feet.
Extra Legendary Action
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents). Improved Consume Undead
Type: Action.
The lich can take 1 additional legendary action
before the start of its next turn. The lich can Prerequisite: Consume Undead.
retake this talent up to two additional times. The As Consume Undead, but the lich can channel the
additional legendary action stacks. necrotic energy to perform one of the following:
Extra Legendary Resistance • Treat the next spell it casts until the end of its
Type: Trait. turn as if one level higher per CR of the target (max
4 levels)
The lich can use its Legendary Resistance up to 4/ • Gain advantage to its next attack roll until the end
day. of its turn if the CR of the undead consumed is 4 or
higher
• Impose disadvantage to a target of a spell it casts
95
until the end of its turn if the CR of the undead lich. It remains for one minute, until it or the lich is
consumed is 5 destroyed, or until the lich dismisses it as an action.
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Poisonous Bite with its bite in bear or hybrid form, or two with its
Type: Trait. greataxe and one with its bite in hybrid form.
Prerequisite: Lizard King/Queen.
A creature hit by the lizardfolk's bite attack must
Maul (Bear or Hybrid Form Only)
make a DC 12 Constitution saving throw or be
Type: Trait.
poisoned for 1 minute.
Talent Cost: 2 (Counts as 2 Talents).
A Large or smaller creature that is hit by the
Swampwalker werebear's claw attack is grappled (escape DC 13).
Type: Trait. Until this grapple ends, the target is restrained and
Moving through nonmagical difficult terrain in the werebear can automatically hit the target with
marshy, jungle, or swamp surroundings does not one of its claw attacks but can't use one of its claw
cost the lizardfolk extra movement. attacks against other targets.
Swift Shapechanger
Type: Trait.
The lycanthrope can take a bonus action to
polymorph into its animal, hybrid, or humanoid
form.
Werebear
The werebear (CR 5) can have 2 talents.
Improved Multiattack
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
When the werebear uses its Multiattack, it can
make three attacks, two with its claws and one
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Wereboar Weretiger
The wereboar (CR 4) can have 2 talents. The weretiger (CR 4) can have 2 talents.
The wereboar can take a bonus action to regain 17 If a creature is hit by both the weretiger's claw
(1d10+12) hit points. attacks in the same turn, it takes an extra 7 (1d8 +
3) slashing damage.
Stunning Charge
Type: Trait. Woodland Stalker
Type: Trait.
A creature that is knocked prone by a charge
feature of the wereboar is also stunned until the The green hag has advantage on Wisdom
end of the wereboar's next turn. (Perception), Wisdom (Survival) checks, and
Dexterity (Stealth) checks while in forests, jungles,
and other woodland terrain.
Wererat
The wererat (CR 2) can have 1 talent.
Werewolf
The werewolf (CR 3) can have 2 talents.
Combat Advantage
Type: Trait.
Go for the Throat (Wolf or Hybrid
Once during its turn, the wererat deals an extra 3
(1d6) damage when it hits a target with a weapon
Form Only)
attack and has advantage on the attack roll. Type: Trait.
If the werewolf hits a prone target with its bite
Cunning Action attack, it is treated as a critical hit.
Type: Trait.
The wererat can take a bonus action on each of its
turns in combat. This action can be used only to Improved Bite (Wolf or Hybrid Form
take the Dash, Disengage, or Hide action. Only)
Type: Trait.
If a Large or smaller creature is hit by the
werewolf's bite or claws attack, it must succeed
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on a DC 12 Strength saving throw or be knocked
prone.
Flyby
Type: Trait.
Pack Attack The manticore doesn't provoke an opportunity
Type: Trait. attack when it flies out of an enemy's reach.
The werewolf deals an extra 3 (1d6) damage with
its melee weapon attacks against a creature if at
least two of the werewolf's allies are within 5 feet Skirmisher
of the target and the allies are not incapacitated. Type: Reaction.
Manticore Medusa
The manticore (CR 3) can have 2 talents.
The medusa (CR 6) can have 3 talents.
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Skirmisher
Type: Reaction.
Skirmisher. When an enemy the medusa can see
ends its turn within 5 feet of it, the medusa can
move up to half its speed. This movement doesn’t
provoke opportunity attacks.
Mephit
The mephit (CR 1/2) can have 1 talent.
Flyby
Type: Trait.
The mephit doesn't provoke an opportunity attack
when it flies out of an enemy's reach.
Pack Attack
Type: Trait.
The mephit deals an extra 2 (1d4) damage with its
Deadly Archer melee weapon attacks against a creature if at least
Type: Trait. two of the mephit's allies are within 5 feet of the
Talent Cost: 2 (Counts as 2 Talents). target and the allies are not incapacitated.
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The merfolk has attached rope to the end of its Pseudopod Slam
spear. If a Medium or smaller creature is hit by a Type: Action.
merfolk's ranged spear attack, it must make a DC The mimic slams a creature grappled by it into
10 Strength saving throw or be pulled up to 10 feet a solid surface. The creature must succeed on a
toward the merfolk. DC 13 Strength saving throw or take 7 (1d8+3)
bludgeoning damage and is stunned until the end
of the mimic's next turn. On a successful save, the
target takes half the bludgeoning damage and isn't
stunned.
Merrow
The merrow (CR 2) can have 1 talent. Mind Flayer
The mind flayer (CR 7) can have 3 talents.
Venomous Bite
Type: Trait.
A creature hit by a merrow's bite attack must
succeed on a DC 12 Constitution saving throw,
taking 9 (2d8) poison damage on a failed save, or
half as much on a successful one.
Mimic
The mimic (CR 2) can have 1 talent.
Multiattack
Type: Action.
The mimic makes two attacks: two with its
pseudopods or one with its pseudopod and one
with its bite.
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charmed target is under the mind flayer's control The mind flayer (CR 3) can have 2 talents.
and can't take reactions, and the mind flayer and
the target can communicate telepathically with
each other over any distance. Whenever the Bullish
charmed target takes damage, the target can repeat Type: Trait.
the saving throw. On a success, the effect ends. No
The minotaur has advantage to saving throws
more than once every 24 hours, the target can also
against paralysis and being stunned.
repeat the saving throw when it is at least 1 mile
away from the mind flayer.
Fearless
Innate Spellcaster (Psionics) Type: Trait.
Type: Trait. The minotaur has advantage to saving throws
against being frightened.
The mind flayer's spellcasting ability is Intelligence
(DC 15). The mind flayer can innately cast the
following spells, requiring no material components:
3/day (each): misty step, suggestion Improved Charge
Type: Trait.
If the minotaur successfully knocks a target prone
Innate Spellcaster II (Psionics) after using its Charge feature, it can take a bonus
Type: Trait. action to make one Greataxe attack at it.
Prerequisite Innate Spellcaster (Psionics).
The mind flayer can innately cast the following Multiattack
spells, requiring no material components: Type: Action.
1/day (each): confusion, telekinesis
Talent Cost: 2 (Counts as 2 Talents).
The minotaur makes two attacks: one with gore
Psionic Shield (3/day) and one with its greataxe.
Type: Reaction.
The mind flayer adds its Intelligence modifier (4)
to its AC against one melee or ranged attack that Power Attack
would hit it. To do so, the mind flayer must see the Type: Trait.
attacker. Prerequisite Must be using a heavy weapon.
Before the minotaur makes a greataxe attack, it can
choose to take a -5 penalty to the attack roll. If the
Psychic Defense attack hits, it adds +10 to the attack's damage.
Type: Trait.
As long as the mind flayer is not incapacitated,
it has advantage to Intelligence, Wisdom, and
Charisma saving throws against paralysis and
illusions, as well as to resist being charmed,
frightened, or stunned.
Modron
The modron (CR varies) can have 1 talent each.
Singular Mind
Type: Trait.
Minotaur
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The modron has advantage to saving throws 30 feet of it. The target must succeed on a DC 11
against being charmed, frightened, and stunned. Wisdom saving throw (DC 16 for Mummy Lord) or
be magically cursed. Until the curse ends, the target
has disadvantage on attack rolls and saving throws.
Modron Resistance The curse remains until the target takes a long rest,
Type: Trait. or until it is removed magically.
The modron has advantage to saving throws
against paralysis, petrification, and poison.
Extra Legendary Action
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Prerequisite Mummy Lord.
Mummy
The mummy (CR 3) can have 2 talents while the
The mummy lord can take 1 additional legendary
action before the start of its next turn. The mummy
mummy lord (CR 15) can have 6 talents. can retake this talent up to two additional times.
The additional legendary action stacks.
Command Undead
Type: Action. Improved Multiattack
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
The mummy lord takes a bonus action to target When the mummy lord uses its Multiattack, it can
an allied undead creature with CR 5 or less it can make three attacks: one with its Dreadful Glare and
see within 60 feet and telepathically gives it a two with its rotting fists.
command to move or attack or do both. The target
uses its reaction to move up to its speed and make
one melee or ranged attack. Improved Mummy Rot
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Despair
Prerequisite Mummy Lord.
Type: Trait.
While a target is cursed with the mummy lord's
The first time a creature sees the Mummy, it must
mummy rot, it has disadvantage on attack rolls.
succeed on a DC 11 Wisdom saving throw (DC 16
for Mummy Lord) or become frightened until the
end of the mummy's next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed Legendary Resistance (3/day)
while frightened in this way. A target that succeeds Type: Trait.
on the saving throw is immune to the Despair and Talent Cost: 2 (Counts as 2 Talents).
Dreadful Glare of all mummies (but not mummy
Prerequisite Mummy Lord.
lords) for the next 24 hours.
If the mummy lord fails a saving throw, it can
choose to succeed instead.
Dreadful Curse (3/day)
Type: Action.
Lunging Strike
Talent Cost: 2 (Counts as 2 Talents).
Type: Trait.
The mummy targets one creature it can see within
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If the mummy has already moved up to its speed
and an enemy creature the mummy can see is
within 10 feet of the mummy, it can take a bonus Creep
action to move 5 feet. If the mummy ends within 5 Type: Action.
feet of the target as a result of this action, it gains
advantage on its next attack made against the
target this turn.
Regeneration
Type: Trait.
The mummy regains 10 hit points at the start of
its turn if it has at least 1 hit point. lf the mummy
takes radiant or fire damage or damage from holy
water, this trait doesn't function at the start of the
mummy's next turn.
The mummy lord summons 3d6 skeletons, 2d8 A creature that takes poison damage from the
zombies, 2d6 shadows, 2d4 ghouls, 2d4 spectres, myconid's fist attack is also poisoned until the end
1d4 ghasts, or 1d2 mummies. A summoned undead of the myconid's next turn.
appears in an unoccupied space within 60 feet of
the mummy lord and acts as an ally of the mummy
lord. It remains for one minute, until it or the Naga
mummy lord is destroyed, or until the mummy lord
dismisses it as an action. Debilitating Poison
___________________________________________________________ Type: Trait.
A creature that fails its saving throw against the
Myconid
The myconid (CR varies) can have 1 talent.
poison damage from the naga's weapon attacks is
also poisoned for 1 minute.
104
Type: Trait.
Slink Away The bone naga can take a bonus action to target one
Type: Reaction. creature it can see within 30 feet of it. The target
must succeed on a DC 13 Wisdom saving throw or
When a creature the naga can see ends its turn become frightened for 1 minute. If the target fails
within 5 feet of the naga, the naga can use its the saving throw by 5 or more, it is also paralyzed
reaction to perform a Disengage action and move while frightened in this way. A frightened creature
up to half its speed. can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. A
creature that successfully saves against the effect
is immune to the bone naga’s dreadful gaze for the
next 24 hours.
Bone Naga
The bone naga (CR 4) can have 2 talents.
Tail Swipe (Recharge 5-6)
Type: Action.
Constrict Talent Cost: 2 (Counts as 2 Talents).
Type: Action.
The bone naga violently swings its tail around,
The bone naga can make a Constrict Attack. knocking targets down. Each creature within
Constrict. Melee Weapon Attack: + 5 to hit, reach 5 10 feet of the bone naga must succeed on a DC
ft., one Large or smaller creature. Hit: 6 (1d6 + 3) 12 Strength saving throw, taking 10 (2d6 + 3)
bludgeoning damage plus 3 (1d6) piercing damage. bludgeoning damage and is knocked prone on
The target is grappled (escape DC 12) if the bone a failed save, or half as much damage and isn't
naga isn't already constricting a creature, and the knocked prone on a successful one.
target is restrained until this grapple ends.
Dreadful Gaze
105
Guardian Naga Talent Cost: 3 (Counts as 3 Talents).
The guardian naga (CR 10) can have 4 talents. The guardian naga can take a bonus action to cast a
spell that has a casting time of 1 action.
Constrict
Type: Action. Tail Swipe (Recharge 5-6)
The spirit naga can make a Constrict Attack. Type: Action.
Constrict. Melee Weapon Attack: + 8 to hit, reach Talent Cost: 2 (Counts as 2 Talents).
5 ft., one Large or smaller creature. Hit: 15 (2d10 The guardian naga violently swings its tail around,
+ 4) bludgeoning damage. The target is grappled knocking targets down. Each creature within
(escape DC 15) if the guardian naga isn't already 10 feet of the guardian naga must succeed on a
constricting a creature, and the target is restrained DC 16 Strength saving throw, taking 13 (2d8 +
until this grapple ends. 4) bludgeoning damage and is knocked prone on
a failed save, or half as much damage and isn't
knocked prone on a successful one.
Enthralling Presence
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
If a creature starts its turn within 30 feet of the
guardian naga and the two of them can see each
Spirit Naga
other, the guardian naga can force the creature The spirit naga (CR 8) can have 3 talents.
to make a DC 16 Charisma saving throw if the
guardian naga isn't incapacitated. On a failed save,
the target is charmed. A charmed creature can Constrict
repeat the saving throw at the end of each of its Type: Action.
turns, ending the effect on itself on a success. A The spirit naga can make a Constrict Attack.
creature that successfully saves against the effect
is immune to the guardian naga’s enthralling Constrict. Melee Weapon Attack: + 7 to hit, reach
presence for the next 24 hours. 5 ft., one Large or smaller creature. Hit: 13 (2d8
+ 4) bludgeoning damage. The target is grappled
(escape DC 15) if the spirit naga isn't already
constricting a creature, and the target is restrained
Mesmerizing Gaze until this grapple ends.
Type: Action.
The guardian naga can take a bonus action to
target one creature it can see within 30 feet of Sleep Gaze
it. The target must succeed on a DC 16 Wisdom Type: Action.
saving throw or become charmed for 1 minute.
The charmed target is stunned. A charmed target The spirit naga can take a bonus action to target
can repeat the saving throw at the end of each of one creature it can see within 30 feet of it. The
its turns, ending the effect on itself on a success. A target must succeed on a DC 14 Wisdom saving
creature that successfully saves against the effect is throw or fall asleep and remain unconscious for
immune to the guardian naga’s paralyzing gaze for 1 minute. The target awakens if it takes damage
the next 24 hours. or another creature takes an action to wake it. A
creature that successfully saves against the effect is
immune to the spirit naga’s sleep gaze for the next
24 hours.
Swift Spellcaster (3/day)
Type: Trait.
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Swift Spellcaster (3/day) much damage on a successful save. A creature
Type: Trait. takes the same damage when it enters the wall for
Talent Cost: 3 (Counts as 3 Talents). the first time on a turn or ends its turn there.
The spirit naga can take a bonus action to cast a
spell that has a casting time of 1 action. Overrun
Type: Action.
After moving more than 10 feet and then entering
Tail Swipe (Recharge 5-6) the space of a Medium or smaller creature, the
Type: Action. nightmare can try to knock the creature prone. The
Talent Cost: 2 (Counts as 2 Talents). creature must succeed on a DC 14 Strength saving
throw. On a failed save, the target is knocked prone
The spirit naga violently swings its tail around,
and the nightmare can immediately attack it with
knocking targets down. Each creature within
its hooves. On a successful save, the creature isn't
10 feet of the spirit naga must succeed on a DC
knocked prone, and is pushed 5 feet out of the
15 Strength saving throw, taking 11 (2d6 + 4)
nightmare's space into an unoccupied space of the
bludgeoning damage and is knocked prone on
creature's choice. If no unoccupied space is with
a failed save, or half as much damage and isn't
in range, the creature instead falls prone in the
knocked prone on a successful one.
nightmare's space.
___________________________________________________________
Rear Kick
Type: Reaction.
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A creature that fails its saving throw against the Swift Spellcaster (2/day)
nothic's Rotting Gaze is also poisoned for 1 minute. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The oni can take a bonus action to cast darkness or
invisibility.
Ogre (see also Giant)
The ogre (CR 2) can have 1 talent.
Ooze
The black pudding (CR 4) can have 2 talents while
Oni (see also Giant) the rest of the other oozes (CR varies) have 1 talent
The oni (CR 7) can have 3 talents. each.
Constrict
Type: Trait.
Prerequisite Black Pudding.
A creature hit by a black pudding's pseudopod is
also grappled (escape DC 11). Until this grapple
ends, the target is restrained and the black pudding
can automatically hit the target with its pseudopod
but can't make pseudopod attacks against other
targets.
Extended Pseudopod
Type: Trait.
The reach of the ooze's pseudopod attack is
increased to 10 feet.
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___________________________________________________________
Orc
The orc (CR 1/2), eye of gruumsh (CR 2), and orog
(CR 2) have 1 talent each while the orc war chief
(CR 4) can have 2 talents.
Brute
Type: Trait.
Prerequisite Orog
A melee weapon deals one extra die of its damage
when the orc hits with it.
Death Strike
Type: Trait.
Flowing Form Prerequisite Eye of Gruumsh
Type: Trait. If the eye of gruumsh drops to 0 hit points or less
Prerequisite Black Pudding, Gray Ooze, or Ochre and is within 5 feet of an enemy, it can use its
Jelly. reaction to make one melee weapon attack at the
enemy with advantage on the roll. If the attack is
The ooze can take a bonus action to perform the successful, it is treated as a critical hit.
Dash action. When it does so, it does not provoke
opportunity attacks if it leaves a hostile creature's
reach.
Frenzied Berserker
Type: Trait.
Noxious Acid While the orc has less than full hit points, the orc
Type: Trait. gains advantage on all melee weapon attack rolls
and all Intelligence, Wisdom, and Charisma saving
Prerequisite Black Pudding. throws, but attack rolls against it have advantage.
The acid of the black pudding is highly toxic. A
creature that takes acid damage from an black
pudding's attack must succeed on a DC 13 Inspire Ferocity (1/day)
Constitution saving throw or become poisoned Type: Reaction.
until the end of the ooze's next turn.
Prerequisite Orc War Chief
Multiattack If an orc ally of the orc war chief drops to 0 hit
Type: Trait. points or less and it is within 30 feet of the orc war
The ooze makes two pseudopod attacks. If the chief and the orc war chief can see that ally, the
ooze has the split trait, only medium or larger orc war chief can use its reaction and target any
oozes that result from the split has the Multiattack number of orc allies within 30 feet. The targets
action. deal maximum damage with their first melee
weapon attacks until the end of the orc war chief's
109
next turn. Type: Action.
One object held or creature that is smaller than
the otyugh and is grappled by its tentacle attack
Power Attack is thrown up to 60 feet towards a target space
Type: Trait. and knocked prone. If a thrown target strikes a
Prerequisite Must be using a heavy weapon. solid surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown plus 5.
Before the orc makes a melee weapon attack, it can If the target is thrown at another creature, that
choose to take a -5 penalty to the attack roll. If the creature must succeed on a DC 14 Dexterity saving
attack hits, it adds +10 to the attack's damage. throw or the creature takes the same damage and
be knocked prone.
If the otyugh uses its Multiattack, it can use its
Relentless Endurance (1/day) Fling in place of one tentacle attack.
Type: Trait.
When the orc is reduced to 0 hit points but not
killed outright, it can drop to 1 hit point instead. Lurker
Type: Trait.
When an otyugh hides beneath murky water or
Rusher refuse, it leaves its camouflaged eyestalk exposed.
Type: Trait. Its passive Perception is increased to 16 and it has
The orc can take a bonus action to move up to its advantage to Wisdom (Perception) and Dexterity
speed toward a hostile creature that it can see. If (Stealth) checks.
the orc ends its movement within 5 feet of the
target, the orc can make a melee weapon attack
against it. Stench
Otyugh
The otyugh (CR 5) can have 2 talents.
Extended Tentacles
Type: Trait.
The reach of the otyugh's tentacle attack is
increased to 15 feet.
Fling
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Type: Trait. Talent Cost: 2 (Counts as 2 Talents).
The otyugh secretes extremely pungent oils from The owlbear emits a shrill, mind-wracking screech.
its glands that can overwhelm its foes' senses and Each creature within 20 feet of the owlbear must
cause nausea. A creature that starts its turn within succeed on a DC 13 Constitution saving throw or
5 feet of the otyugh must succeed on a DC 15 become deafened until the end of the Owlbear's
Constitution saving throw or be poisoned until the next turn. If a target fails its saving throw by 5 or
start of its next turn. On a successful saving throw, more, it is also stunned while deafened this way.
the creature is immune to the otyugh's Stench for If the owlbear uses its Multiattack and Stunning
24 hours. Screech is available, it can use its Stunning Screech
in place of its beak attack.
Owlbear Pegasus
The pegasus (CR 2) can have 1 talent.
The owlbear (CR 3) can have 2 talents.
Heartseeker
Stunning Screech (Recharge 5-6) Type: Trait.
Type: Action.
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takes 3 (1d6) bludgeoning damage for every 10 feet
it was dropped. If the target is dropped at another
creature, that creature must succeed on a DC 13
Dexterity saving throw or take the same damage
and be knocked prone.
Piercer
The piercer (CR 1/2) can have 1 talent.
Noxious Slime
Type: Trait.
The piercer excretes a highly toxic mucus. A
creature that starts its turn within 5 feet of the
piercer or takes damage from a piercer's weapon
attack must succeed on a DC 13 Constitution saving
throw or become poisoned for 1 minute.
Pixie
Swoop The pixie (CR 1/4) can have 1 talent.
Type: Trait.
If the peryton flies at least 30 feet and hits Evasive
a Medium or smaller creature with its claw Type: Trait.
attack, the target is grappled (escape DC 13) and
restrained while the peryton flies upward with it When the pixie is subjected to an effect that allows
at half its speed. While the peryton has a creature it to make a Dexterity saving throw to take only half
grappled, it can fly up to a maximum height of 40 damage, it instead takes no damage if it succeeds
feet. The peryton can take a bonus action to drop on the saving throw, and only half damage if it fails.
the target from the air. If a dropped target strikes
a solid surface, the target is knocked prone and
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Wink Out A creature that fails its saving throw against the
Type: Reaction. purple worm's tail stinger is also poisoned for 1
The pixie can use its reaction to perform the hour.
Superior Invisibility action.
Impaling Stinger
Type: Trait.
A Large or smaller creature hit by the purple
Pseudodragon worm's tail stinger is grappled (escape DC 19).
The pseudodragon (CR 1/4) can have 1 talent. Until this grapple ends, the target is restrained and
the purple worm can automatically hit the target
with its tail stinger but can't use its tail stinger
Chameleon against other targets.
Type: Action.
The pseudodragon can take a bonus action to
perform a Hide action. Gargantuan Resistance (2/day)
Type: Trait.
If the purple worm fails a saving throw, it can
Flyby choose to succeed instead.
Type: Trait.
The pseudodragon doesn't provoke an opportunity
attack when it flies out of an enemy's reach. Spike Furrow (Recharge 4-6)
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
When the purple worm moves just beneath the
surface of the ground using its burrow speed, its
Purple Worm massive spikes creates furrows on the earth. If
The purple worm (CR 15) can have 6 talents. the purple worm enters the space underneath
that of a Huge or smaller creature during this turn,
that creature must make a DC 19 Strength saving
Belch Earth (Recharge 6) throw. On a failed save, the target takes 23 (4d6+9)
Type: Action. bludgeoning damage and is knocked prone or half
Talent Cost: 2 (Counts as 2 Talents). as much damage and is not knocked prone on a
successful one. A creature can only be subjected to
The purple worm violently expels from its maw this attack once, no matter the number of times the
earth and rock that it has consumed through purple worm enters the space underneath it that
burrowing in a 30-foot cone. Each creature in that turn.
area must make a DC 19 Dexterity saving throw,
taking 54 (12d8) bludgeoning damage on a failed
save, or half as much damage on a successful Rising Burst (Recharge 5-6)
one. A creature swallowed by the purple worm is
Type: Action.
subjected to the same effect, but is expelled from
the purple worm, landing prone in a random point Talent Cost: 2 (Counts as 2 Talents).
within the 30-foot cone. The purple worm bursts out from underneath its
victims. This sprays rock and dirt into the air and
causes the ground around it to shake violently.
Debilitating Poison Each creature standing within that 40-foot cube
Type: Trait. area centered on the purple worm must make
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a DC 19 Strength saving throw. A creature takes
55 (10d10) bludgeoning damage, pushed up to
10 feet, and is knocked prone on a failed save, or
half as much damage and isn't knocked prone on
a successful one. Additionally, the ground in that
area becomes difficult terrain until cleared. Each
5-foot-square portion of the area requires at least 1
hour to clear by hand.
Quaggoth
The quaggoth (CR 2) can have 1 talent.
Enraged Rakshasa
The rakshasa (CR 13) can have 5 talents.
Type: Trait.
When a quaggoth enters into a Wounded Fury
state, it gains advantage to all Intelligence, Wisdom, Bewildering Presence
and Charisma saving throws. Type: Trait.
A creature hostile to the rakshasa that starts
Maul its turn within 20 feet of the rakshasa must
make a DC 18 Charisma saving throw, unless the
Type: Action.
rakshasa is incapacitated. On a failure, the target
The quaggoth gains a Maul attack. When it uses its must move up to is speed and make a weapon
Multiattack, it can use Maul in place of both its claw attack against one creature of the rakshasa's choice
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that the rakshasa can see. At the end of the target's
turn, the effect ends. If a creature's saving throw is
successful, the creature is immune to the rakshasa's Mind Twist
bewildering presence for the next 24 hours. Type: Legendary Action (Costs 2 Actions).
The rakshasa gains the ability to use Mind Twist as
a Legendary action option.
Extra Legendary Action Mind Twist. Ranged Spell Attack: +10 to hit, range
Type: Trait. 120ft., one target. Hit: 22 (5d8) psychic damage
Talent Cost: 2 (Counts as 2 Talents). and the target must succeed on a DC 18 Charisma
saving throw or become stunned for 1 minute. A
Prerequisite Legendary Actions.
stunned creature can repeat the saving throw at
The rakshasa can take 1 additional legendary the end of each of its turns, ending the effect on a
action before the start of its next turn. The success.
rakshasa can retake this talent up to two additional
times. The additional legendary action stacks.
Naturally Insidious
Type: Trait.
Legendary Actions
The rakshasa has advantage on all Charisma checks
Type: Trait.
when lying, intimidating and manipulating others
Talent Cost: 4 (Counts as 4 Talents). to further its agenda or for self-preservation.
The rakshasa gains three legendary actions,
choosing from the options below. Only one
legendary action option can be used at a time and Swift Spellcaster (3/day)
only at the end of another creature's turn. The Type: Trait.
rakshasa regains spent legendary actions at the Talent Cost: 3 (Counts as 3 Talents).
start of its turn.
The rakshasa can take a bonus action to cast a spell
Detect. The rakshasa makes a Wisdom that has a casting time of 1 action.
(Perception) check.
Claw. The rakshasa makes one claw attack.
Cast a Spell (Costs 3 Actions). The rakshasa casts
a spell from its list of prepared spells, using a spell
slot as normal.
Remorhaz
The remorhaz (CR 11) can have 4 talents while the
Mind Phantom (Recharge 4-6) young remorhaz (CR 5) can have 2 talents.
Type: Reaction.
When a creature the rakshasa can see targets the
rakshasa with an attack, the rakshasa can use
its reaction and mentally deceive the creature
Young Remorhaz
to attacking another target, thinking it to be
the rakshasa. The creature must make a DC 18 Constrict
Charisma saving throw. On a failed save, the target Type: Action.
attacks another target of the rakshasa's choice
The young remorhaz can make a Constrict Attack.
that it and the target can see. If the creature is not
within range of the new target, it will try to move Constrict. Melee Weapon Attack: + 6 to hit, reach
towards if it still can. If it can't reach the new target 5 ft., one Large or smaller creature. Hit: 17 (3d8 +
or is out of its range, the creature does nothing. 4) bludgeoning damage plus 7 (2d6) fire damage.
The target is grappled (escape DC 15) if the young
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remorhaz isn't already constricting a creature, and knocked prone on a successful one. Additionally,
the target is restrained until this grapple ends. the ground in that area becomes difficult terrain
until cleared. Each 5-foot-square portion of the area
requires at least one minute to clear by hand.
Hardened Carapace
Type: Trait.
The young remorhaz is resistant to piercing and
Steam Breath (Recharge 5-6)
Type: Trait.
slashing damage from nonmagical weapons that
aren't adamantine. Talent Cost: 2 (Counts as 2 Talents).
The young remorhaz exhales scalding steam in
a line that is 30 feet long and 5 feet wide. Each
Rising Burst (Recharge 6) creature in that area must make a DC 14 Dexterity
Type: Action. saving throw, taking 27 (6d8) fire damage on a
The young remorhaz bursts out from underneath failed save, or half as much damage on a successful
its victims. This sprays rock and dirt into the air one.
and causes the ground around it to shake violently.
Each creature standing within that 20-foot cube
area centered on the young remorhaz must make
a DC 15 Strength saving throw. A creature takes 16 Remorhaz
(3d10) bludgeoning damage and is knocked prone
on a failed save, or half as much damage and isn't
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Constrict can only be subjected to this attack once, no matter
Type: Action. the number of times the remorhaz enters the space
The remorhaz can make a Constrict Attack. underneath it that turn.
Constrict. Melee Weapon Attack: + 11 to hit, reach
5 ft., one Huge or smaller creature. Hit: 34 (6d8 +
Steam Breath (Recharge 5-6)
7) bludgeoning damage plus 10 (3d6) fire damage.
Type: Trait.
The target is grappled (escape DC 17) if the
remorhaz isn't already constricting a creature, and Talent Cost: 2 (Counts as 2 Talents).
the target is restrained until this grapple ends. The remorhaz exhales scalding steam in a line that
is 60 feet long and 5 feet wide. Each creature in that
area must make a DC 17 Dexterity saving throw,
Hardened Carapace taking 45 (10d8) fire damage on a failed save, or
Type: Trait. half as much damage on a successful one.
The remorhaz is resistant to piercing and slashing
damage from nonmagical weapons that aren't
adamantine. Tail Slap
Type: Reaction.
Talent Cost: 2 (Counts as 2 Talents).
Rising Burst (Recharge 6)
Type: Action. When a creature the remorhaz can see starts its
turn within 10 feet of the remorhaz, the remorhaz
The remorhaz bursts out from underneath its can use its reaction to attack it with its tail slam
victims. This sprays rock and dirt into the air and feature.
causes the ground around it to shake violently.
Each creature standing within that 30-foot cube Tail Slap. Melee Weapon Attack +11 to hit, reach
area centered on the remorhaz must make a DC 10 ft., one target. Hit: 23 (3d10+7) bludgeoning
15 Strength saving throw. A creature takes 33 damage plus 10 (3d6) fire damage and the target
(6d10) bludgeoning damage and is knocked prone must make a DC 17 Constitution saving throw. On
on a failed save, or half as much damage and isn't a failure, the target is pushed up to 10 feet away
knocked prone on a successful one. Additionally, and knocked prone and stunned until the end of the
the ground in that area becomes difficult terrain remorhaz's next turn.
until cleared. Each 5-foot-square portion of the area ___________________________________________________________
requires at least one minute to clear by hand.
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and is knocked prone. A Medium or smaller
creature is pushed up to 40 feet away. A Large
Relentless Pursuer creature is pushed up to 30 feet away. A Huge
Type: Reaction. creature is pushed up to 20 feet away. If a pushed
When a creature the revenant has sworn vengeance target strikes a solid surface, the target takes 3
on moves more than 20 feet away from the (1d6) bludgeoning damage for every 10 feet it was
revenant and the revenant can see that creature, pushed before stopping On a successful save, the
the revenant can use its reaction and move up to its target takes only half as much damage and isn't
speed to a space nearest to the creature. knocked prone.
Dive Attack
Roc Type: Trait.
The roc (CR 11) can have 4 talents. If the roc is flying and dives at least 30 feet straight
toward a target and then hits it with a melee attack,
the attack deals an extra 10 (3d6) damage to the
Buffet target.
Type: Action.
Talent Cost: 2 (Counts as 2 Talents).
Flyby
The roc hovers in the air and beats its wings Type: Trait.
furiously, creating powerful violent winds that
The roc doesn't provoke an opportunity attack
throw and knockback creatures. Each Huge
when it flies out of an enemy's reach.
or smaller creature within a 40 by 40 ft. space
originating from the roc must make a DC 19
Strength saving throw. On a failed save, the target
takes 18 (2d8 + 9) bludgeoning damage and is Gargantuan Resistance (2/day)
pushed a number of feet depending on their size Type: Trait.
118
If the roc fails a saving throw, it can choose to roc, and it takes 17 (5d6) acid damage at the start
succeed instead. of each of the roc's turns.
If the roc takes 20 damage or more on a single
turn from a creature inside it, the roc must succeed
Stunning Screech (Recharge 5-6) on a DC 17 Constitution saving throw at the end of
Type: Action. that turn or regurgitate all swallowed creatures,
which fall prone in a space within 10 feet of the roc.
The roc emits a deafening screech. Each creature If the roc dies, a swallowed creature is no longer
within 40 feet of it that can hear it must succeed on
restrained by it and can escape from the corpse
a DC 17 Constitution saving throw or be deafened using 15 feet of movement, exiting prone.
until the end of its next turn. If a target fails its
saving throw by 5 or more, it is also stunned while
deafened this way.
If the Roc uses its Multiattack and Stunning
Screech is available, it can use its Stunning Screech
in place of its beak attack. Roper
The roper (CR 5) can have 2 talents.
Swallow
Type: Action. Choking Tendrils
Type: Trait.
A creature hit by the roc's beak attack is grappled.
The roc makes one beak attack against a Medium A creature restrained by the roper's tendrils takes
or smaller creature it is grappling. If the attack 7 (2d6) bludgeoning damage at the start of each of
hits, that creature takes the beak's damage and is the roper's turns and is unable to breathe.
swallowed, and the grapple ends . While swallowed,
the creature is blinded and restrained, it has total
cover against attacks and other effects outside the Magic Resistance
Type: Trait.
The roper has advantage on saving throws against
spells and other magical effects.
Paralyzing Tendrils
Type: Trait.
A creature hit by the roper's tendril attack must
make a DC 14 Constitution saving throw or become
paralyzed for 1 minute. A paralyzed creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Stony Hide
Type: Trait.
The roper is resistant to bludgeoning, piercing, and
slashing damage from nonmagical weapons that
aren't adamantine.
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Aquatic Sense
Type: Trait.
While the sahuagin is underwater, it has blindsight
60 feet.
Blood Hunger
Type: Trait.
Prerequisite Sahuagin Baron
The sahuagin baron deals an extra 4 (1d8)damage
with its melee attack rolls against a creature that
doesn't have all its hit points.
Harpoon
Type: Trait.
The sahuagin has attached rope to the end of its
spear. If a Medium or smaller creature is hit by a
sahuagin's ranged spear attack, it must make a DC
11 Strength saving throw or be pulled up to 15 feet
toward the sahuagin.
Potent Antennae
Type: Trait. Sudden Strike
The rust monster's antennae attack can corrode Type: Trait.
magical ferrous metal objects. When a hostile target the sahuagin can see moves
within 5 feet of the sahuagin, and the target has at
least one of the sahuagin's allies within 5 feet of the
target and the ally isn't incapacitated, the sahuagin
can use its reaction to make one melee weapon
Sahuagin
The sahuagin (CR 1/2) and sahuagin priestess (CR 2)
attack at the target.
Water Bolt
both have 1 talent each while the sahuagin baron Type: Action.
(CR 5) can have 2 talents.
Prerequisite Sahuagin Priestess.
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The sahuagin priestess can make a Water Bolt Spear. Melee or Ranged Weapon Attack: +3 to hit,
attack. reach 5 ft. or range 20 ft./60ft. , one target. Hit: 4
(1d6 + 1) piercing damage, or 8 (2d6 + 1) piercing
Water Bolt. Ranged Spell Attack: + 4 to hit, reach
damage if used with two hands to make a melee
120 ft. (240 ft. if the target is underwater), one
attack, plus 3 (1d6) fire damage.
creature. Hit: 11 (2d8 + 2) bludgeoning damage.
If the sahuagin uses its Multiattack, it can use
Water Bolt in place of one claw attack. Improved Heated Weapons
___________________________________________________________ Type: Trait.
The fire damage dealt by the Salamander's weapon
is increased by 3 (1d6).
Salamander
The fire snake (CR 1) can have 1 talent while the
Salamander Resistance
Type: Trait.
salamander (CR 5) can have 2 talents. The salamander has advantage to saving throws
against sleep, as well as to resist being charmed or
paralyzed.
Aura of Fire
Type: Trait. Spinning Spear
A creature that starts its turn within 5 feet of the Type: Action.
Salamander takes 5 (1d10) fire damage. The salamander swings its spear with both its
Fire Snake Spear hands in a wide arc. The salamander only makes
one attack roll and the result is checked against
Type: Action.
the AC of each target within range of its melee
Prerequisite Fire Snake weapon attack. The salamander deals 13 (2d8 +
The fire snake has developed arms to wield a spear. 4) slashing damage plus 3 (1d6) fire damage to a
When the fire snake uses its Multiattack, it can use creature it hits.
its spear in place one of its melee attacks. ___________________________________________________________
Satyr
The satyr (CR 1/2) can have 1 talent.
Jeer (3/day)
Type: Reaction.
When a creature the satyr can see within 60 feet of
it makes an attack roll or an ability check, it can use
its reaction to distract the creature. The creature
must make a DC 13 Wisdom saving throw. On a
failed roll, the satyr imposes disadvantage to the
creature's roll.
121
Slippery Shadow Shift (1/day)
Type: Trait. Type: Action.
The satyr can take a bonus action on each of its When in in dim Iight or darkness, the shadow can
turns in combat. This action can be used only to take a bonus action to teleport up to 60 feet to
take the Disengage or Hide action. an unoccupied space it can see that is also in dim
light or darkness. After doing so, the shadow has
advantage on the first melee attack it makes before
the end of the turn.
Scarecrow
The scarecrow (CR 1) can have 1 talent.
Shambling Mound
Maddening Cackle (Recharge 5-6) The shambling mound (CR 5) can have 2 talents.
Type: Action.
The scarecrow emits a loud, hellish cackle. Each
living creature that isn't a hag within 30 feet of
Extended Slam
Type: Trait.
it must make a DC 11 Wisdom saving throw. On
a failure, the creature can't take reactions or The reach of the shambling mound's slam attack is
maintain concentration until the end of its next increased to 10 feet.
turn. On its turn, the target can't move, and it uses
its action to make a melee or ranged attack against
a randomly determined creature within range. If Malleable Hide
the target can't attack, it does nothing on its turn. Type: Trait.
At the end of the creature's turn, the effect ends.
The shambling mound is resistant to bludgeoning
damage.
Paralyzing Claw
Type: Trait.
Poisonous Spores
A creature is paralyzed while frightened by the Type: Trait.
scarecrow's claw attack.
A creature hostile to the shambling mound that
starts its turn within 20 feet of the shambling
mound must make a DC 14 Constitution saving
throw or become poisoned for 1 minute.
Shadow
The shadow (CR 1/2) can have 1 talent.
Poisonous Touch
Type: Trait.
The shambling mound's melee weapon attacks deal
an extra 7 (2d6) poison damage.
Fade into Shadow (1/day)
Type: Reaction.
When in dim light or darkness and a creature the Regeneration
shadow can see targets the shadow with an attack, Type: Trait.
the shadow can use its reaction to take the Hide
The shambling mound regains 10 hit points at the
action.
start of its turn if it has at least 1 hit point and is
122
touching the earth. lf the shambling mound takes throws of the wearer of the guardian's amulet.
fire damage, this trait doesn't function at the start
of the shambling mound's next turn.
Improved Spell Storing
Type: Trait.
Swift Creeper The shield guardian can store one additional spell
Type: Trait. of 4th level or lower.
The shambling mound's speed is increased by 10
feet.
Reinforced Armor
Type: Trait.
Shield Guardian The shield guardian is resistant to bludgeoning,
piercing, and slashing damage from nonmagical
The shield guardian (CR 7) can have 3 talents.
weapons that aren't adamantine.
Bash
Type: Trait.
If the shield guardian's fist attack roll against a
target succeeds by 5 or more, the target must make
Skeleton
The skeleton (CR varies) can have 1 talent.
a DC 15 Constitution saving throw or be stunned
until the end of the shield guardian's next turn.
Cold Immunity
Type: Trait.
Charged Fist
Type: Trait. The skeleton is immune to cold damage.
The shield guardian's fist attacks deal an extra 4
(1d8) lightning damage.
Ever Vigilant
Type: Trait.
Defend Wearer The skeleton has advantage to Initiative rolls and
Type: Action. Wisdom (Perception) checks.
The shield guardian imposes disadvantage to all
attacks made against wearer of the guardian's
amulet until the start of its next turn. The shield
Lunging Strike
Type: Trait.
guardian must be within 5 feet of the wearer of the
guardian's amulet to do so. If the skeleton has already moved up to its speed
and an enemy creature the skeleton can see is
within 10 feet of the skeleton, it can take a bonus
Improved Shield action to move 5 feet. If the skeleton ends within
Type: Trait. 5 feet of the target as a result of this action, it gains
advantage on its next attack made against the
Talent Cost: 2 (Counts as 2 Talents). target this turn.
The shield guardian grants +4 bonus to the
wearer's AC instead of just a +2. In addition, the
bonus can also be applied to the Dexterity saving
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Slaad
Pounce
Type: Trait.
Prerequisite Red, Blue, Green, Gray, or Death Slaad
If the slaad moves at least 30 feet straight toward
a creature and then hits it with two claw attacks
on the same turn, that target must succeed on a
Strength saving throw. The DC is equal to 8 plus
the slaad's Strength modifier plus its proficiency
bonus (see MM page 8). On a failed save, the target
is knocked prone and the slaad can make one bite
attack against it as a bonus action.
Poisonous Bite
Type: Trait.
A creature hit by the slaad's bite attack must make
a Constitution saving throw. The DC is equal to
8 plus the slaad's Constitution modifier plus its
proficiency bonus (see MM page 8). On a failed
save, the target is poisoned for 1 minute.
124
slaads. It remains for one minute, until it or the
slaad dies, or until the slaad dismisses it as an
action.
Green Slaad. 1 Red Slaad
Gray Slaad. 1d2 Red Slaads or 1 Blue Slaad
Death Slaad. 1d3 Red Slaads, 1d2 Blue Slaads, or 1
Green Slaad
Swift Shapechanger
Type: Trait.
Prerequisite Green, Gray, or Death Slaad
The slaad can take a bonus action to polymorph
into a Small or Medium humanoid, or back into its
true form.
Sphinx
The androsphinx (CR 17) can have 6 talents while
Spectre the gynosphinx (CR 11) can have 4 talents.
The spectre (CR 1) can have 1 talent.
Flyby
Type: Trait.
The sphinx doesn't provoke an opportunity attack
when it flies out of an enemy's reach.
Frightful Presence
Type: Action.
Each creature of the sphinx's choice that is
within 60 feet of the sphinx and aware of it must
succeed on a Wisdom saving throw or become
frightened for 1 minute. The DC is 18 for an
androphinx and 17 for a gynosphinx. A creature
can repeat the saving throw at the end of each of Talent Cost: 3 (Counts as 3 Talents).
its turns, ending the effect on itself on a success. If The sphinx can take a bonus action to cast a spell
a creature's saving throw is successful or the effect that has a casting time of 1 action.
ends for it, the creature is immune to the sphinx's
Frightful Presence for the next 24 hours.
When the sphinx uses Multiattack, it can also use Pounce
its Frightful Presence.
Type: Trait.
If the sphinx moves at least 30 feet straight toward
Improved Multiattack a creature and then hits it with a claw attack on the
Type: Trait. same turn, that target must succeed on a Strength
saving throw. The DC is 20 for an androphinx and
Talent Cost: 2 (Counts as 2 Talents). 18 for a gynosphinx. . On a failed save, the target
Prerequisite Androsphinx is knocked prone. If the target is prone, the sphinx
can make one claw attack against it as a bonus
When the sphinx uses Multiattack, it makes three action.
attacks: two with its claws and one with its Roar.
Rend
Legendary Resistance (3/day) Type: Trait.
Type: Trait.
If a creature is hit by both of the sphinx's claw
Talent Cost: 2 (Counts as 2 Talents). attacks, it takes an extra amount of damage
If the sphinx fails a saving throw, it can choose to depending on the Type: of sphinx:
succeed instead. Androsphinx. 17 (2d10 + 6) slashing damage.
Gynosphinx. 13 (2d8 + 4) slashing damage.
___________________________________________________________
Swift Spellcaster (3/day)
Type: Trait.
126
Sprite Succubus/Incubus
The sprite (CR 1/4) can have 1 talent. The succubus (CR 4) can have 2 talents.
Flyby
Type: Trait. Improved Charm
Type: Trait.
The sprite doesn't provoke an opportunity attack
when it flies out of an enemy's reach. The succubus can have up to three targets charmed
at a time.
127
in that line must make a DC 20 Dexterity saving
throw, taking takes 75 (10d6 + 40) force damage on
a failed save, or half as much on a successful one.
If this damage reduces the target to 0 hit points,
it is disintegrated. A disintegrated creature and
everything it is wearing and carrying, except magic
items, are reduced to a pile of fine gray dust. The
creature can be restored to life only by means of a
true resurrection or a wish spell.
Earthquake Slam
Type: Legendary Action (Costs 3 Actions).
Talent Cost: 2 (Counts as 2 Talents).
The tarrasque violently slams the ground with its
foot, triggering a violent earth tremor, devastating
the area around it. All other creatures on the
ground within 60 feet of the tarrasque must
succeed on a DC 20 Strength saving throw, taking
54 (8d10 +10) bludgeoning damage and is pushed
up to 20 feet and knocked prone on a failed save, or
half as much damage and isn't pushed and knocked
prone on a successful one.
Tarrasque
The tarrasque (CR 30) can have 11 talents. Extra Legendary Action
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Devastating Roar (Recharge 6)
Type: Action The tarrasque can take 1 additional legendary
action before the start of its next turn. The
Talent Cost: 2 (Counts as 2 Talents). tarrasque can retake this talent up to two
The tarrasque unleashes a horrific, thunderous additional times. The additional legendary action
roar, sending devastating shock waves around stacks.
it. All creatures within 500 feet of the tarrasque
must succeed on a DC 20 Constitution saving
throw, taking 55 (10d10) thunder damage and be Extra Legendary Resistance
deafened until the end of the tarrasque's next turn Type: Trait.
on a failed save, or half as much damage and isn't
The tarrasque can use its Legendary Resistance up
stunned on a successful one. If a creature fails its
to 4/day.
saving throw by 5 or more, it is also stunned for the
same duration.
128
the end of its next turn.
Improved Critical
Type: Trait. Tail Swipe
Talent Cost: 2 (Counts as 2 Talents). Type: Legendary Action (Costs 2 Actions).
The tarrasque's melee weapon attacks score a The tarrasque sweeps its tail around it in a wide
critical hit on a roll of 19 or 20. arc. Each creature within 20 feet of the tarrasque
must make a DC 20 Strength saving throw, taking
24 (4d6 + 10) bludgeoning damage and is knocked
Improved Frightful Presence prone on a failed save, or half as much damage and
Type: Trait. isn't knocked prone on a successful one.
Talent Cost: 2 (Counts as 2 Talents).
If a creature fails its saving throw against the Vorpal Bite
tarrasque's frightful presence by 5 or more, the Type: Trait.
creature is also paralyzed for the same duration.
If the tarrasque scores a critical hit with its bite, it
rolls damage dice three times, instead of twice.
Improved Reflective Carapace
Type: Trait.
Vorpal Claw
As Reflected Carapace, except the effect is reflected Type: Trait.
on a roll of 5-6.
If the tarrasque scores a critical hit with its claw, it
rolls damage dice three times, instead of twice.
Powerful Tail
Type: Trait.
If a creature fails its saving throw against the
tarrasque's tail attack by 5 or more, it is also
pushed up to 60 feet away from the tarrasque. If
Thri-Kreen
The thri-kreen (CR 1) can have 1 talent.
a pushed target strikes a solid surface, the target
takes 3 (1d6) bludgeoning damage for every 10 feet
it was pushed. If the target is pushed at another Dodge Missile
creature, that creature must succeed on a DC 20 Type: Reaction.
Dexterity saving throw or take the same damage
and be knocked prone. When a creature the thri-kreen can see targets
the thri-kreen with a ranged weapon attack, it can
use its reaction to impose disadvantage on that
Regeneration creature's attack. It must decide to use this feature
Type: Trait. before the attack is rolled.
Improved Multiattack
Rush (Recharges after a Short or Type: Trait.
Long Rest) When the thri-kreen uses Multiattack, it makes
Type: Trait. three attacks: one with its bite, one with its claws,
and one with its chatkca, or one with its bite and
The tarrasque's speed is increased to 120 feet until
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two with its gythka, or one with its bite and two 60 feet towards a target space and knocked prone.
with its chatkca. If a thrown target strikes a solid surface, the target
takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown plus 6 bludgeoning damage. If the
target is thrown at another creature, that creature
must succeed on a DC 18 Dexterity saving throw.
Treant On a failed save, the target takes the same damage
and be knocked prone.
The treant (CR 9) can have 4 talents.
When the treant uses its Multiattack, the treant
can use Fling in place of one slam attack.
Cleaving Swing (Recharge 5-6)
Type: Action.
Pin
Talent Cost: 2 (Counts as 2 Talents). Type: Trait.
Each creature within range of the treant's slam A creature hit by the treant's slam attack must
attack must make a DC 18 Dexterity saving throw, make a DC 18 Strength saving throw. On a failed
taking 28 (4d10 + 6) bludgeoning damage on a save, the target is knocked prone, grappled,
failed save, or half as much damage on a successful (escape DC 18) and restrained. The treant cannot
one. use one of its slam attacks while the target is
grappled this way.
Constrict
Type: Action. Quake Slam (Recharge 5-6)
The treant can make a Constrict attack. Type: Action.
Constrict. Melee Weapon Attack: + 5 to hit, Talent Cost: 2 (Counts as 2 Talents).
reach 5 ft., one Large or smaller creature. Hit: The treant violently slams the ground, triggering an
16 (3d6 + 6) bludgeoning damage. The target is earth tremor and showering the area around it with
grappled (escape DC 18) if the treant isn't already rocks. All other creatures on the ground within 20
constricting two creatures, and the target is feet of the treant must succeed on a DC 18 Strength
restrained until this grapple ends. While the treant saving throw, taking 16 (3d6 + 6) bludgeoning
has a creature grappled in this way, the treant damage and be knocked prone on a failed save, or
cannot use one of its slam attacks. half as much damage and isn't knocked prone on a
When the treant uses its Multiattack and Constrict successful one.
is available, the treant can use Constrict in place of
one slam attack.
Rip Earth
Type: Trait.
Extended Slam
Type: Trait. The treant can rip a huge chunk off the ground
nearby and use it as its rock attack, shattering into
The reach of the treant's slam attack is increased to many pieces upon impact. A creature within 10
10 feet. feet of the target of the treant's rock attack must
succeed on a DC 18 Dexterity saving throw, even
if the treant misses its target. On a failed save, the
Fling target takes half as much damage of the rock attack.
Type: Action.
One object held or creature that is smaller than the
treant and is grappled by the treant is thrown up to Stomp
Type: Trait.
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The treant can take a bonus action to make a Stomp Subterranean Stalker
attack. The treant can only target prone creatures Type: Trait.
smaller than itself. The troglodyte has advantage on Wisdom
Stomp. Melee Weapon Attack: +10 to hit, reach 5 (Perception), Wisdom (Survival) checks, and
ft., one prone target smaller than the treant. Hit: 13 Dexterity (Stealth) checks while in natural
(2d6 + 6) bludgeoning damage. subterranean surroundings.
Stench
Type: Trait.
The troll secretes extremely pungent oils from
its glands that can overwhelm its foes' senses
and cause nausea. A creature that starts its turn
within 5 feet of the troll must succeed on a DC 16
Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
the creature is immune to the troll's Stench for 24
hours.
Umber Hulk
The umber hulk (CR 5) can have 2 talents.
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The umber hulk lets loose from its abdomen's
glands a caustic, pungent chemical spray in a 30-
foot cone. Each creature in that area must make Stench
a DC 14 Constitution saving throw. On a failed Type: Trait.
save, the target takes 14 (4d6) acid damage and The umber hulk secretes extremely pungent oils
is poisoned for 1 minute. On a successful save, from its glands that can overwhelm its foes' senses
the creature takes half as much damage and is not and cause nausea. A creature that starts its turn
poisoned. within 5 feet of the umber hulk must succeed on
a DC 14 Constitution saving throw or be poisoned
until the start of its next turn. On a successful
Earth Furrow saving throw, the creature is immune to the umber
Type: Trait. hulk's Stench for 24 hours.
If the umber hulk moves within 10 feet underneath
the space of a Large or smaller creature using its
burrow speed, the creature must make a DC 16
Strength (Athletics) or DC 16 Dexterity (Acrobatics)
ability check or be knocked prone. Unicorn
The unicorn (CR 5) can have 2 talents.
Hardened Carapace
Type: Trait. Extra Legendary Action
Type: Trait.
The umber hulk is resistant to piercing and
slashing damage from nonmagical weapons that Talent Cost: 2 (Counts as 2 Talents).
aren't adamantine. The unicorn can take 1 additional legendary action
before the start of its next turn. The unicorn can
retake this talent up to two additional times. The
Rend additional legendary action stacks.
Type: Trait.
If a creature is hit by both the umber hulk's claw
attacks in the same turn, it takes an extra 5 (2d4 + Legendary Resistance (3/day)
5) slashing damage. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
If the unicorn fails a saving throw, it can choose to
Rising Burst (Recharge 6)
succeed instead.
Type: Action.
The umber hulk bursts out from underneath its
victims. This sprays rock and dirt into the air and Rear Kick
causes the ground around it to shake violently. Type: Reaction.
Each creature standing within that 20-foot cube
area centered on the umber hulk must make a When a creature the unicorn can see and is within
DC 16 Strength saving throw. A creature takes 16 5 feet of the unicorn targets the unicorn with a
(3d10) bludgeoning damage and is knocked prone melee attack, the unicorn can use its reaction
on a failed save, or half as much damage and isn't to immediately attack it with its hooves. If the
knocked prone on a successful one. Additionally, unicorn hits, the target must succeed on a DC 15
the ground in that area becomes difficult terrain Strength check or be pushed up to 10 feet and be
until cleared. Each 5-foot-square portion of the area knocked prone.
requires at least one minute to clear by hand.
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Stunning Charge take the Dash, Disengage, or Hide action.
Type: Trait.
A creature that is successfully knocked prone by
the charge attack feature of the unicorn is also Extra Legendary Action
stunned until the end of the unicorn's next turn. Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
The vampire can take 1 additional legendary action
before the start of its next turn. The vampire can
retake this talent up to two additional times. The
Vampire additional legendary action stacks.
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Type: Trait.
The vampire has advantage to Strength and The vampire spawn can take a bonus action on
Dexterity saving throws and ability checks. In each of its turns in combat. This action can be used
addition, the unarmed strikes of the vampire deal only to take the Dash, Disengage, or Hide action.
an extra 4 (1d8) bludgeoning damage.
Pack Attack
Swift Charm (3/day) Type: Trait.
Type: Trait. The vampire spawn deals an extra 3 (1d6) damage
Talent Cost: 2 (Counts as 2 Talents). with its melee weapon attacks against a creature
if at least two of the vampire spawn's allies are
The vampire can take a bonus action to perform its within 5 feet of the target and the allies are not
Charm action. incapacitated.
___________________________________________________________
Swift Shapechange (3/day)
Type: Trait.
The vampire can take a bonus action to to
polymorph in to a Tiny bat or a Medium cloud of
mist, or back in to its true form.
Water Weird
The water weird (CR 3) can have 2 talents.
Drowning Blow
Type: Trait.
Vampire Spawn When the water weird hits a Medium or smaller
The vampire spawn (CR 5) can have 2 talents.
creature with its Constrict attack, and the creature
can't breathe water, it can force the creature to
make a DC 13 Constitution saving throw. On a
failed save, the target can't breathe, can't use
Blood Frenzy reactions, its speed is halved, and it can' t make
Type: Trait. more than one attack on its turn. In addition, the
The vampire spawn has advantage on melee attack creature can use either an action or a bonus action
rolls against a creature that doesn't have all its hit on its turn, but not both. These effects last until the
points. end of the water elemental's next turn.
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60 ft. (120 ft. if the target is underwater), one
creature. Hit: 12 (2d8 + 3) bludgeoning damage
and the creature must make a DC 13 Strength
saving throw or be pushed 5 feet and knocked
prone.
Wight
The wight (CR 3) can have 2 talents.
Frostfell Touched
Type: Trait.
The wight is immune to cold. In addition, the wight
deals an extra 3 (1d6) cold damage with its melee
weapon attacks.
Lunging Strike
Type: Trait.
If the wight has already moved up to its speed and
an enemy creature the wight can see is within 10
Type: Action. feet of the wight, it can take a bonus action to move
One object held or creature that is smaller than the 5 feet. If the wight ends within 5 feet of the target
water weird and is grappled by the water weird is as a result of this action, it gains advantage on its
thrown up to 30 feet towards a target space and next attack made against the target this turn.
knocked prone. If a thrown target strikes a solid
surface, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown plus 3. Parry
If the target is thrown at another creature, that Type: Reaction.
creature must succeed on a DC 13 Dexterity saving
The wight adds 3 to its AC against one melee attack
throw or the creature takes the same damage and
that would hit it. To do so, the wight must see the
be knocked prone.
attacker and be wielding a melee weapon.
Tendril
Type: Trait.
Terrifying Glare
Type: Action.
The reach of the water weird's Constrict attack is
The wight targets one creature it can see within 30
increased to 15 feet.
feet of it. If the target can see the wight, the target
must succeed on a DC 12 Wisdom saving throw or
be magically frightened until the end of the wight's
Water Spout next turn. The frightened target is paralyzed.
Type: Action. When the wight uses Multiattack, it can use
The water weird can use a Water Spout attack. Terrifying Glare in place of one longsword attack.
Water Spout. Ranged Spell Attack: + 5 to hit, reach
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against spells and other magical effects.
Wraith
The wraith (CR 5) can have 2 talents.
Aura of Decay
Type: Trait.
A creature that starts its turn within 5 feet of the
wraith takes 5 (1d10) necrotic damage
Chill Touch
Type: Trait.
The wraith's melee weapon attacks deal an extra 7
(2d6) cold damage.
Alacritous Flyby
Type: Trait. Type: Trait.
The will-o'-wisp can take a bonus action on The wraith doesn't provoke an opportunity attack
each of its turns in combat. This action can be used when it flies out of an enemy's reach.
only to take the Dash or Disengage action.
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60 feet of the wraith and aware of it must succeed The wyvern (CR 6) can have 3 talents.
on a DC 13 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending Flyby
the effect on itself on a success. If a creature's Type: Trait.
saving throw is successful or the effect ends for it,
The wyvern doesn't provoke an opportunity attack
the creature is immune to the wraith's Frightful
when it flies out of an enemy's reach.
Presence for the next 24 hours.
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grappled, it can fly up to a maximum height of attack during the first round of combat, the target
50 feet. The wyvern can take a bonus action to takes an extra 10 (3d6) damage from the attack. In
drop the target from the air. If a dropped target addition, once per turn the xorn deals an extra 7
strikes a solid surface, the target is knocked prone (2d6) damage when it hits a target with a weapon
and takes 3 (1d6) bludgeoning damage for every attack and has advantage on the attack roll.
10 feet it was dropped. If the target is dropped at
another creature, that creature must succeed on
a DC 15 Dexterity saving throw or take the same Treasure Frenzy
damage and be knocked prone. Type: Trait.
The xorn has advantage on melee attack rolls
against a creature that is carrying or holding more
Paralyzing Poison than 500 gold pieces worth of gems and precious
Type: Trait. metals.
Talent Cost: 2 (Counts as 2 Talents).
A creature that fails its saving throw against the
wyvern's stinger is also poisoned for 1 minute. The Stone Skin
creature is paralyzed while poisoned in this way. Type: Trait.
The xorn has resistantance to bludgeoning,
piercing, and slashing from nonmagical weapons
that aren't adamantine.
Xorn
The xorn (CR 5) can have 2 talents. Subterranean Stalker
Type: Trait.
The xorn has advantage on Wisdom (Perception),
Ambush Hunter Wisdom (Survival) checks, and Dexterity (Stealth)
Type: Trait. checks while in natural subterranean surroundings.
If the xorn surprises a creature and hits it with an
Yeti
Yeti
The yeti (CR 3) can have 2 talents.
Aura of Frost
Type: Trait.
A creature that starts its turn within 5 feet of the
yeti takes 5 (1d10) cold damage.
Numbing Cold
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Type: Trait. must succeed on a DC 18 Wisdom saving throw or
be frightened for one minute. If a creature fails
A creature that is hit and takes cold damage
its saving throw by 5 or more, the creature is also
from the yeti's melee attack must make a DC 13
paralyzed while frightened. A frightened creature
Constitution saving throw. On a failed save, the
can repeat the saving throw at the end of each of its
target can't use reactions, its speed is halved, and
turns, ending the effect on itself on a success.
it can' t make more than one attack on its turn. In
When the abominable yeti uses Multiattack and
addition, the creature can use either an action or a
Chilling Howl is available, the abominable yeti can
bonus action on its turn, but not both. These effects
use Chilling Howl in place of its bite.
last until the end of the yeti's next turn.
Abominable Yeti
The abominable yeti (CR 9) can have 4 talents.
Aura of Frost
Type: Trait.
A creature that starts its turn within 10 feet of the
abominable yeti takes 7 (2d6) cold damage.
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18 Constitution saving throw. On a failed save, the Aversion (3/day)
target can't use reactions, its speed is halved, and Type: Action.
it can' t make more than one attack on its turn. In
The yuan-ti abomination targets one creature
addition, the creature can use either an action or a
within 30 feet and psionically creates a compulsion
bonus action on its turn, but not both. These effects
effect on it. It must make a DC 15 Wisdom
last until the end of the abominable yeti's next turn.
saving throw or become frightened of snakes and
serpentine creatures. During its turn, the target
must use its movement to move to the nearest
Maul safe spot from which it can't see any snakes or
Type: Trait. serpentine creatures. If there is no such safe spot,
Talent Cost: 2 (Counts as 2 Talents). it moves to the farthest possible space away from
snakes or serpentine creatures. A frightened
A Large or smaller creature that is hit by the yeti's
creature can repeat the saving throw at the end
claw attack is grappled (escape DC 19). Until this
of each of its turns, ending the effect on itself on a
grapple ends, the target is restrained and the yeti
success.
can automatically hit the target with one of its claw
attacks but can't use one of its claw attacks against
other targets.
Debilitating Poison
Type: Trait.
Rend A creature that takes poison damage from the yuan
Type: Trait. ti's bite attack must make a DC 14 Constitution
saving throw or be poisoned for 1 minute.
If a creature is hit by both the yeti's claw attacks
in the same turn, it takes an extra 14 (2d6 + 7)
slashing damage.
Parry
___________________________________________________________ Type: Reaction.
The yuan-ti abomination adds 4 to its AC against
one melee attack that would hit it. To do so, the
yuan-ti abomination must see the attacker and be
wielding a melee weapon.
Acidic Skin
Type: Trait. Tail Swipe (Recharge 5-6)
The yuan-ti abomination secretes acid from its Type: Action.
body. A creature that isn't a yuan-ti that touches The yuan-ti abomination violently swings its tail
the yuan-ti abomination or hits it with a melee around, knocking targets down. Each creature
attack while within 5 feet of it takes 4 (1d8) acid within 10 feet of the yuan-ti abomination must
damage. In addition, the melee attacks of the yuan- succeed on a DC 15 Strength saving throw, taking
ti abomination deal an extra 7 (2d6) acid damage. 11 (2d6 + 4) bludgeoning damage and is knocked
prone on a failed save, or half as much damage
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and isn't knocked prone on a successful one. The Chameleon Power
yuan-ti abomination can't use Tail Swipe if it has a Type: Trait.
creature grappled with its Constrict feature.
The yuan-ti malison can psionically change the
When the yuan-ti abomination uses its Multiattack
coloration of itself and its equipment to match
and Tail Swipe is available, it can use Tail Swipe in
its surroundings. As a result, it has advantage on
place of one melee attack.
Dexterity (Stealth) checks made to hide.
Debilitating Poison
Type: Trait.
Yuan-ti Malison
The yuan-ti malison (CR 3) can have 2 talents. A creature that takes poison damage from the
yuan ti malison's bite attack must make a DC 11
Constitution saving throw or be poisoned for 1
Acidic Skin minute.
Type: Trait.
The yuan-ti malison secretes acid from its body. A Swift Spellcaster (2/day)
creature that isn't a yuan-ti that touches the yuan- Type: Trait.
ti abomination or hits it with a melee attack while
within 5 feet of it takes 2 (1d4) acid damage. In Talent Cost: 2 (Counts as 2 Talents).
addition, the melee attacks of the yuan-ti malison The yuan-ti malison can take a bonus action to cast
deal an extra 3 (1d6) acid damage. a spell that has a casting time of 1 action.
141
Arcane Tradition
Yuan-ti Pureblood Type: Trait.
The yuan-ti pureblood (CR 1) can have 1 talent.
Talent Cost: 3 (Counts as 3 Talents).
The arcanaloth has mastered knowledge of one
Debilitating Poison arcane tradition from the wizard class of its choice.
Type: Trait. It gains the features (whatever may apply) of that
arcane tradition as if the arcanaloth is a 16th level
A creature that takes poison damage from the
Wizard.
yuan ti malison's bite attack must make a DC 11
Constitution saving throw or be poisoned for 1
minute.
Cunning Action
Deceitful Type: Trait.
Type: Trait. The arcanaloth can take a bonus action on each of
The yuan-ti pureblood has advantage on Charisma its turns in combat. This action can be used only to
checks when trying to pass itself as a different take the Dash, Disengage, or Hide action.
person.
In addition, creatures' Wisdom (Insight) checks
and Intelligence (Investigation) checks made Debilitating Poison
against the yuan-ti pureblood have disadvantage. Type: Trait.
A creature that takes poison damage from the
arcanaloth's claw attack is also poisoned for 1
Swift Spellcaster (1/day) minute.
Type: Trait.
The yuan-ti pureblood can take a bonus action to
cast a spell that has a casting time of 1 action. Legendary Awareness
___________________________________________________________ Type: Trait.
The arcanaloth cannot be surprised and has
advantage to Initiative rolls and Wisdom
(Perception) checks.
Anticipate Threat
Type: Reaction.
Swift Spellcaster (2/day)
Type: Trait.
Talent Cost: 2 (Counts as 2 Talents).
Talent Cost: 2 (Counts as 2 Talents).
The arcanaloth adds 5 to its AC against an attack
The arcanaloth can take a bonus action to cast a
that would hit it or saving throw roll that it would
spell that has a casting time of 1 action.
fail. To do so, the arcanaloth must see the creature
that attacked it or forced it to make a saving throw.
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Mezzoloth
The mezzoloth (CR 5) can have 2 talents.
Etherealness (3/day)
Type: Action.
The mezzoloth enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal,
and viae versa, yet it can't affect or be affected by
anything on the other plane.
143
Innate Spellcaster attack, the target is grappled (escape DC 17) and
Type: Trait. restrained while the nycaloth flies upward with it
The nycaloth's spellcasting ability is Charisma (DC at half its speed. While the nycaloth has a creature
23). The nycaloth can innately cast the following grappled, it can fly up to a maximum height of 60
spells, requiring no material components: feet. The nycaloth can take a bonus action to drop
3/day (each): fear, gaseous form, polymorph (self the target from the air. If a dropped target strikes
only) a solid surface, the target is knocked prone and
takes 3 (1d6) bludgeoning damage for every 10 feet
it was dropped. If the target is dropped at another
Innate Spellcaster II creature, that creature must succeed on a DC 17
Type: Trait. Dexterity saving throw or take the same damage
and be knocked prone.
Prerequisite Innate Spellcaster.
The nycaloth can innately cast the following spells,
requiring no material components:
2/day (each): project image, reverse gravity
Ultroloth
The arcanaloth (CR 13) can have 5 talents.
Power Attack
Type: Trait.
Prerequisite Must be using a heavy weapon.
Aura of Obedience
Type: Trait.
Before the nycaloth makes a greataxe attack, it can
choose to take a -5 penalty to the attack roll. If the Talent Cost: 2 (Counts as 2 Talents)
attack hits, it adds +10 to the attack's damage. A yugoloth allied to the ultroloth that has less
than half the Hit Dice of the ultroloth and starts
its turn within 30 feet of the ultroloth takes 5
Regeneration (1d10) necrotic damage but gains advantage to all
Type: Trait. attacks and saving throws and is immune to being
frightened. If a yugoloth under this effect dies
The nycaloth regains 10 hit points at the start of
within this aura, the ultroloth regains 11 (2d10) hit
its turn if it has at least 1 hit point. lf the nycaloth
points.
takes radiant damage or holy water, this trait
doesn't function at the start of the nycaloth's next
turn.
Command Yugoloth
Type: Action.
Swift Spellcaster (2/day) Talent Cost: 2 (Counts as 2 Talents).
Type: Trait. The ultroloth takes a bonus action to target an
Talent Cost: 2 (Counts as 2 Talents). allied yugoloth creature with CR 5 or less it can
see within 60 feet and telepathically gives it a
The nycaloth can take a bonus action to cast a spell
command to move or attack or do both. The
that has a casting time of 1 action.
target uses its reaction to move up to its speed and
perform one melee or ranged attack.
Swoop
Type: Trait. Dominating Presence
If the nycaloth flies at least 30 feet and hits Type: Trait.
a Medium or smaller creature with its claw
A creature hostile to the ultroloth that starts its
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turn within 20 feet of the ultroloth must make a
DC 17 Wisdom saving throw, unless the ultroloth
is incapacitated. On a failed save, the target is
frightened until the start of its next turn. The target
can't perform any actions except move up to half its
speed while frightened in this way. If a creature's
saving throw is successful, the creature is immune
to the ultroloth's Dominating Presence for the next
24 hours.
Fellblade
Type: Trait.
A creature hit by the ultroloth's longsword attack
takes an extra 9 (2d8) necrotic damage and must
make a DC 17 Constitution saving throw or have its
hit point maximum reduced by an amount equal
to the necrotic damage taken. This reduction lasts
until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
Innate Spellcaster
Type: Trait.
The ultroloth's spellcasting ability is Charisma (DC
17). The ultroloth can innately cast the following
spells, requiring no material components:
2/day (each): ray of enfeeblement, scorching ray, only at the end of another creature's turn. The
blight ultroloth regains spent legendary actions at the
start of its turn.
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Parry Swift Spellcaster (2/day)
Type: Reaction. Type: Trait.
The ultroloth adds 5 to its AC against one melee Talent Cost: 2 (Counts as 2 Talents).
attack that would hit it. To do so, the ultroloth must The ultroloth can take a bonus action to cast a spell
see the attacker and be wielding a melee weapon. that has a casting time of 1 action.
Stench
Type: Trait.
The zombie's decomposing body can overwhelm
its foes' senses and cause nausea. A creature that
starts its turn within 5 feet of the zombie must
succeed on a DC 10 Constitution saving throw or
be poisoned until the start of its next turn. On a
successful saving throw, the creature is immune to
the zombie's Stench for 24 hours.
146
Chapter 2. Miscellaneous Creatures
T his section contains the talents for some of the
various animals, vermin, and other critters
found in Appendix A. Miscellaneous Creatures of
toward a creature and then hits it with a bite attack
on the same turn, that target must succeed on a DC
12 Strength saving throw or be knocked prone.
the Monster Manual. Not all will be covered as
majority of the creatures listed there have CRs less
than 1 and should have no talents.
Dire Wolf
The dire wolf (CR 1) can have 1 talent.
Death Dog
The death dog (CR varies) can have 1 talent.
Go for the Throat
Type: Trait.
Coordinated Bite If the dire wolf hits a prone target with its bite
Type: Trait. attack, it is treated as a critical hit.
If the death dog successfully hits a target with its
first bite attack, it gains advantage on its next bite
attack made against the same target before the end Howl (Recharge 6)
of its turn. Type: Action.
The dire wolf emits a blood-chilling howl. Each
creature within 120 feet that can hear its howl
Pounce must succeed on a DC 12 Wisdom saving throw
Type: Trait. or be frightened for one minute. A frightened
If the death dog moves at least 20 feet straight creature can repeat the saving throw at the end
147
of each of its turns, ending the effect on itself on a The missile from the giant ape's rock attack
success. shatters into many pieces when it lands, possibly
hitting those near the target. Any creature within 5
feet of the target of the giant ape's rock attack must
succeed on a DC 17 Dexterity saving throw, even
if the giant misses its target. On a failed save, the
Giant Ape target takes half as much damage of the rock attack
The giant ape (CR 7) can have 3 talents. hit.
Stunning Charge
Type: Trait.
A creature that is knocked prone by the Charge
feature of the giant boar is also stunned until the
end of the giant boar's next turn.
Giant Crocodile
The giant crocodile (CR 5) can have 2 talents.
148
Lurker The chuul is resistant to piercing and slashing damage
Type: Trait. from nonmagical weapons that aren't adamantine.
While underwater, the giant crocodile is invisible
to a creature above the surface of the water. If the
giant crocodile surprises a creature and hits it Debilitating Poison
with an attack during the first round of combat, Type: Trait.
the target takes an extra 10 (3d6) damage from the A creature that takes poison damage from the giant
attack. scorpion's sting is also poisoned for 1 minute.
Tail Whip
Type: Reaction.
When a creature the giant crocodile can see and is Giant Shark
within 10 feet of the giant crocodile hits the giant The giant shark (CR 5) can have 2 talents.
crocodile with an attack, the giant crocodile can use
its reaction to immediately attack the creature with
its tail. Bold
Type: Trait.
The giant shark has advantage to saving throws
against being frightened.
Giant Hyena
The giant hyena (CR 1) can have 1 talent.
Mangle
Go for the Throat Type: Action.
Type: Trait. A Large or smaller creature that is hit by the giant
If the giant hyena hits a prone target with its bite shark's bite attack is grappled (escape DC 17).
attack, it is treated as a critical hit. Until this grapple ends, the target is restrained and
the giant shark can automatically hit the target
with its bite but can't make bite attacks against
Pack Attack other targets.
Type: Trait.
The giant hyena deals an extra 3 (1d6) damage
with its bite attacks against a creature if at least
two of the giant hyena's allies are within 5 feet of
the target and the allies are not incapacitated.
Lion/Tiger
The lion/tiger (CR 1) can have 1 talent.
Maul
Type: Trait.
Giant Scorpion
The giant scorpion (CR 3) can have 2 talents. A Large or smaller creature that is hit by the lion/
tiger's bite is grappled (escape DC 13). Until this
grapple ends, the target is restrained and the lion/
Hardened Carapace tiger can automatically hit the target with its bite
Type: Trait. attack but can't use its bite attack against other
targets.
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Multiattack
Type: Action.
The sabre-toothed tiger makes two attacks: one
with its bite and one with its claw.
Mammoth
The triceratops (CR 6) can have 3 talents.
Stunning Charge
Type: Trait.
A creature that is successfully knocked prone by
the trampling charge feature of the mammoth is
also stunned until the end of the mammoth's next
turn.
When the mammoth performs a Dash action and Fade into the Ether (3/day)
enters the space of a Large or smaller hostile Type: Reaction.
creature during this turn, that creature must make
a DC 13 Dexterity saving throw. On a failed save, When a creature the phase spider can see targets
the target takes 22 (3d10 + 6) bludgeoning damage, the phase spider with an attack, the phase spider
or half as much damage on a successful one. uses it reaction to immediately shift from the
A creature is subjected to Trample only once each Material Plane to the Ethereal Plane and back,
turn. causing the attack to automatically miss. Once the
phase spider uses this, it can't use Ethereal Jaunt
until the end of its next turn.
Phase Spider
The phase spider (CR 3) can have 2 talents.
Polar Bear
The polar bear (CR 2) can have 1 talent.
Debilitating Poison
Type: Trait.
Maul
A creature that takes poison damage from the Type: Trait.
phase spider's bite is also poisoned for 1 minute.
A Large or smaller creature that is hit by the polar
bear's claws attack is grappled (escape DC 15).
Until this grapple ends, the target is restrained
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and the polar bear can automatically hit the target Multiattack
with its claw attacks but can't use its claw attacks Type: Action.
against other targets.
The sabre-toothed tiger makes two attacks: one
with its bite and one with its claw.
Sabre-toothed Tiger
The sabre-toothed tiger (CR 2) can have 1 talent.
Winter Wolf
The winter wolf (CR 3) can have 2 talents.
Maul
Type: Trait.
Aura of Frost
A Large or smaller creature that is hit by the sabre- Type: Trait.
toothed tiger's bite is grappled (escape DC 14).
A creature that starts its turn within 5 feet of the
Until this grapple ends, the target is restrained
winter wolf takes 5 (1d10) cold damage.
and the sabre-toothed tiger can automatically hit
the target with its bite attack but can't use its bite
attack against other targets.
Go for the Throat
Type: Trait.
If the winter wolf hits a prone target with its bite
attack, it is treated as a critical hit.
Howl (Recharge 6)
Type: Action.
The winter wolf emits a blood-chilling howl. Each
creature within 120 feet that can hear its howl
must succeed on a DC 12 Wisdom saving throw
or be frightened for one minute. A frightened
creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.
Wolf/Worg
The wolf/worg can have 1 talent each.
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Chapter 3. Character Races
T his chapter contains the talents for the
six supplementary character race options
described in Chapter 2. Character Races of Volo's
Benefit: You gain telepathy 30 ft.
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Radiant Consumption transformation. Druidic Inclination
You have a natural ability to cast a druid cantrip.
Benefit: You learn one Druid cantrip. Your
Revitalizing Soul spellcasting ability for this is Wisdom.
You can heal an ally while using your Radiant Soul
feature.
Prerequisite: Protector Aasimar, class level 6. Druidic Lore
Benefit: While your Radiant Soul is active, you can You gain access to one spell from the Druid spell
use a bonus action to cause one creature you can list.
see within 30 feet to regain hit points equal to your Prerequisite: Any spellcaster class of 6th level or
Charisma modifier. higher.
Benefit: You learn one spell of your choice from the
Druid’s spell list. The spell you choose must be of
Vampiric Shroud a level you can cast, as shown on your spellcasting
You can regain hit points when you deal necrotic
class table. The chosen spell counts as a spell of
damage to your foes.
your spellcasting class but don’t count against the
Prerequisite: Fallen Aasimar, class level 6. number of spells you know.
Benefit: While your Necrotic Shroud is active, you You can retake this talent one additional time only.
regain hit points equal to the necrotic damage you
deal.
Firbolg
Built like a Giant
Your large build enables you to shrug off most
attempts to push, knock you prone, or wrestle with
you.
Benefit: You have advantage to your saving throws
and checks when you are the target of a shove,
push, or getting knocked prone by a Medium or
smaller creature. In addition, you are treated as
two sizes larger if you are targeted by a grapple.
Brute Strength
Being powerfully built enables you to handle and
strike with your weapons effortlessly.
Prerequisite: Strength 20 or higher.
Benefit: Your melee weapon attacks deals one
extra die of its damage.
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Goliath Kenku
Adaptable Nature Born Sneaky
You can adapt quickly when faced with adversity. Your heritage allows you to be more catlike in
movement, crafty, and deceptive than most.
Prerequisite: Goliath.
Benefit: You can reroll an ability check that
Benefit: Whenever you gain disadvantage on an
involves the skill Deception, Sleight of Hands, or
attack roll, saving throw, or ability check, you can
Stealth. You must use the result of the second roll,
choose to gain advantage, effectively cancelling
even if it is lower.
each other.
Once you use this feature, you cannot use it again
Once you use this feature, you cannot use it again
until you finish a short or long rest.
until you finish a short or long rest.
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Lizardfolk Swampwalker
You move effortlessly in your natural surroundings.
155
Strength modifier. On a failed save, the target is proficiency bonus + your Strength modifier. On
knocked prone. a failed save, the target is knocked prone. If the
Once you use this feature, you cannot use it again target is prone, you can make one melee weapon
until you finish a short or long rest. attack against it as a bonus action.
Once you use this feature, you cannot use it again
until you finish a short or long rest.
Tabaxi
Deft Claws
Triton
You can strike with your claws with more subtlety
and finesse. Aquan Telepathy
You are able to magically communicate with sea
Benefit: You can treat your claws as finesse
life.
weapons when making unarmed strikes.
Benefit: You gain telepathy 120 ft. but you can only
communicate with beasts and monstrosities that
Naturally Inquisitive have a swimming speed with this trait.
Your insatiable quest for knowledge and secrets
have made you a great barterer and finder of lore.
Benefit: You can reroll an ability check that Aquatic Sense
involves the skill Investigate, Perception, and You are highly attuned with the seas and oceans.
Persuasion. You must use the result of the second Benefit: You have advantage on ability checks that
roll, even if it is lower. involve the skills Investigate, Nature, Perception,
Once you use this feature, you cannot use it again and Survival while in an underwater environment.
until you finish a short or long rest.
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CHARACTER OPTIONS
TALENTS
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