Shorthand Stats For D&D Monsters

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AARAKOCRA

Medium humanoid (aarakocra), Neutral Good (source: Monster Manual)

AC: 12; HP: 13 (3d8); SPD: 20 ft., fly 50 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 10 (+0); INT: 11 (+0); WIS: 12 (+1); CHA: 11 (+0); SKILLS: Perception +5; SENSES: Standard, passive Perception 15; LANG: Auran, Aarakocra; CR 1/4

TRAITS

Dive Attack: If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

ACTIONS

Talon: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Summon Air Elemental: Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.

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ABJURER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 84 (13d8+26); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 14 (+2); INT: 18 (+4); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +8, Wis +5; SKILLS: Arcana +8, History +8; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 9

TRAITS

Spellcasting: The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:

Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost

1st level {4 slots): alarm*, mage armor, magic missile, shield*

2nd level (3 slots): arcane lock*, invisibility

3rd level (3 slots): counterspell*, dispel magic*, fireball

4th level (3 slots): banishment*, stoneskin*

5th level (2 slots): cone of cold, wall of force

6th level (1 slot): flesh to stone, globe of invulnerability*

7th level (1 slot): symbol* teleport

* Abjuration spell of 1st level or higher

Arcane Ward: The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

ACTIONS

Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-l) bludgeoning damage, or 3 (1d8-l) bludgeoning damage if used with two hands.

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ABOLETH

Large aberration, Lawful Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 135 (18d10+36); SPD: 10 ft., swim 40 ft.; STR: 21 (+5); DEX: 9 (-1); CON: 15 (+2); INT: 18 (+4); WIS: 15 (+2); CHA: 18 (+4); SAVES: Con +6, Int +8, Wis +6; SKILLS: History +12, Perception +10; SENSES: darkvision 120 ft., passive Perception 20; LANG: Deep Speech, telepathy 120 ft.; CR 10

TRAITS

Amphibious: The aboleth can breathe air and water.

Mucous Cloud: While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Probing Telepathy: If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

ACTIONS

Multiattack: The aboleth makes three tentacle attacks.

Tentacle: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail: Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6+5) bludgeoning damage.

Enslave (3/day): The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

LEGENDARY ACTIONS

The aboleth can take 3 legendary actions, choos ing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn . The aboleth regains spent LEGENDARY ACTION: at the start of its turn.

* Detect: The aboleth makes a Wisdom (Perception) check.

* Tail Swipe: The aboleth makes one tail attack.

* Psychic Drain (Costs 2 Actions): One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

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ABOMINABLE YETI

Huge monstrosity, Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 137 (11d12+66); SPD: 40 ft., climb 40 ft.; STR: 24 (+7); DEX: 10 (+0); CON: 22 (+6); INT: 9 (-1); WIS: 13 (+1); CHA: 9 (-1); SKILLS: Perception +5, Stealth +4; DMG IMMUNE: cold; SENSES: darkvision 60 ft., passive Perception 15; LANG: Yeti; CR 9

TRAITS

Fear of Fire: If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell: The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage: The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

ACTIONS

Multiattack: The yeti can use its Chilling Gaze and makes two claw attacks.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) cold damage.

Chilling Gaze: The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to this yeti’s gaze for 1 hour.

Cold Breath (Recharge 6): The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

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ACOLYTE

Medium humanoid (any race), any alignment (source: Monster Manual)

AC: 10; HP: 9 (2d8); SPD: 30 ft.; STR: 10 (+0); DEX: 10 (+0); CON: 10 (+0); INT: 10 (+0); WIS: 14 (+2); CHA: 11 (+0); SKILLS: Medicine +4, Religion +2; SENSES: Standard, passive Perception 12; LANG: any one language (usually Common); CR 1/4

TRAITS

Spellcasting: The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

* Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (3 slots): bless, cure wounds, sanctuary

ACTIONS

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Acolytes are junior members of the clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

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ADULT BLACK DRAGON

Huge dragon, Chaotic Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 195 (17d12+85); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 23 (+6); DEX: 14 (+2); CON: 21 (+5); INT: 14 (+2); WIS: 13 (+1); CHA: 17 (+3); SAVES: Dex +7, Con +10, Wis +6, Cha +8; SKILLS: Perception +11, Stealth +7; DMG IMMUNE: acid; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 21; LANG: Common, Draconic; CR 14

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT BLUE DRACOLICH

Huge undead, Lawful Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 225 (18d12+108); SPD: 40 ft., burrow 30 ft., fly 80 ft.; STR: 25 (+7); DEX: 10 (+0); CON: 23 (+6); INT: 16 (+3); WIS: 15 (+2); CHA: 19 (+4); SAVES: Dex +5, Con +11, Wis +7, Cha +9; SKILLS: Perception +12, Stealth +5; DMG RESIST: necrotic; DMG IMMUNE: lightning, poison; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 22; LANG: Common, Draconic; CR 17

TRAITS

Legendary Resistance (3/Day): If the dracolich fails a saving throw, it can choose to succeed instead.

Magic Resistance: The dracolich has advantage on saving throws against spells and other magical effects.

ACTIONS

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

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

Frightful Presence: Each creature of the dracolich’s choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dracolich’s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

LEGENDARY ACTION: Detect: The dracolich makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dracolich makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.

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ADULT BLUE DRAGON

Huge dragon, Lawful Evil (source: Monster Manual)

AC: 19; HP: 225 (18d12+108); SPD: 40 ft., burrow 30 ft., fly 80 ft.; STR: 25 (+7); DEX: 10 (+0); CON: 23 (+6); INT: 16 (+3); WIS: 15 (+2); CHA: 19 (+4); SAVES: Dex +5, Con +11, Wis +7, Cha +9; SKILLS: Perception +12, Stealth +5; DMG IMMUNE: lightning; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 22; LANG: Common, Draconic; CR 16

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT BRASS DRAGON

Huge dragon, Chaotic Good (source: Monster Manual)

AC: 18 (natural armor); HP: 172 (15d12+75); SPD: 40 ft., burrow 40 ft., fly 80 ft.; STR: 23 (+6); DEX: 10 (+0); CON: 21 (+5); INT: 14 (+2); WIS: 13 (+1); CHA: 17 (+3); SAVES: Dex +5, Con +10, Wis +6, Cha +8; SKILLS: History +7, Perception +11, Persuasion +8, Stealth +5; DMG IMMUNE: fire; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 21; LANG: Common, Draconic; CR 13

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

* Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

* Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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ADULT BRONZE DRAGON

Huge dragon, Lawful Good (source: Monster Manual)

AC: 19 (natural armor); HP: 212 (17d12+102); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 25 (+7); DEX: 10 (+0); CON: 23 (+6); INT: 16 (+3); WIS: 15 (+2); CHA: 19 (+4); SAVES: Dex +5, Con +11, Wis +7, Cha +9; SKILLS: Insight +7, Perception +12, Stealth +5; DMG IMMUNE: lightning; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 22; LANG: Common, Draconic; CR 15

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.

Tail: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

* Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

* Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT COPPER DRAGON

Huge dragon, Chaotic Good (source: Monster Manual)

AC: 18 (natural armor); HP: 184 (16d12+80); SPD: 40 ft., climb 40 ft., fly 80 ft.; STR: 23 (+6); DEX: 12 (+1); CON: 21 (+5); INT: 18 (+4); WIS: 15 (+2); CHA: 17 (+3); SAVES: Dex +6, Con +10, Wis +7, Cha +8; SKILLS: Deception +8, Perception +12, Stealth +6; DMG IMMUNE: acid; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 22; LANG: Common, Draconic; CR 14

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT GOLD DRAGON

Huge dragon, Lawful Good (source: Monster Manual)

AC: 19 (natural armor); HP: 256 (19d12+133); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 27 (+8); DEX: 14 (+2); CON: 25 (+7); INT: 16 (+3); WIS: 15 (+2); CHA: 24 (+7); SAVES: Dex +8, Con +13, Wis +8, Cha +13; SKILLS: Insight +8, Perception +14, Persuasion +13, Stealth +8; DMG IMMUNE: fire; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 24; LANG: Common, Draconic; CR 17

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT GREEN DRAGON

Huge dragon, Lawful Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 207 (18d12+90); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 23 (+6); DEX: 12 (+1); CON: 21 (+5); INT: 18 (+4); WIS: 15 (+2); CHA: 17 (+3); SAVES: Dex +6, Con +10, Wis +7, Cha +8; SKILLS: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 22; LANG: Common, Draconic; CR 15

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours .

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT RED DRAGON

Huge dragon, Chaotic Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 256 (19d12+133); SPD: 40 ft., climb 40 ft., fly 80 ft.; STR: 27 (+8); DEX: 10 (+0); CON: 25 (+7); INT: 16 (+3); WIS: 13 (+1); CHA: 21 (+5); SAVES: Dex +6, Con +13, Wis +7, Cha +11; SKILLS: Perception +13, Stealth +6; DMG IMMUNE: fire; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 23; LANG: Common, Draconic; CR 17

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6): The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Lair Actions: On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: the dragon can’t use the same effect two rounds in a row:

* Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

* A tremor shakes the lair in a 60-foot-radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

* Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT SILVER DRAGON

Huge dragon, Lawful Good (source: Monster Manual)

AC: 19 (natural armor); HP: 243 (18d12+126); SPD: 40 ft., fly 80 ft.; STR: 27 (+8); DEX: 10 (+0); CON: 25 (+7); INT: 16 (+3); WIS: 13 (+1); CHA: 21 (+5); SAVES: Dex +5, Con +12, Wis +6, Cha +10; SKILLS: Arcana +8, History +8, Perception +11, Stealth +5; DMG IMMUNE: cold; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 21; LANG: Common, Draconic; CR 16

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage.

Claw: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ADULT WHITE DRAGON

Huge dragon, Chaotic Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 200 (16d12+96); SPD: 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.; STR: 22 (+6); DEX: 10 (+0); CON: 22 (+6); INT: 8 (-1); WIS: 12 (+1); CHA: 12 (+1); SAVES: Dex +5, Con +11, Wis +6, Cha +6; SKILLS: Perception +11, Stealth +5; DMG IMMUNE: cold; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 21; LANG: Common, Draconic; CR 13

TRAITS

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.

Tail: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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AERISI KALINOTH

Medium humanoid (elf), Neutral Evil (source: Elemental Evil)

AC: 13 (16 with mage armor); HP: 66 (12d8+12); SPD: 30 ft.; STR: 8 (-1); DEX: 16 (+3); CON: 12 (+1); INT: 17 (+3); WIS: 10 (+0); CHA: 16 (+3); SKILLS: Arcana +6, History +6, Perception +3; DMG RESIST: lightning; SENSES: darkvision 60 ft., passive Perception 13; LANG: Auran, Common, Elvish; CR 7

TRAITS

Fey Ancestry: Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Howling Defeat: When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.

Legendary Resistance (2/Day): If Aerisi fails a saving throw, she can choose to succeed instead.

Spellcasting: Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:

* Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
* 1st level (4 slots): charm person, feather fall, mage armor, thunderwave
* 2nd level (3 slots): dust devil, gust of wind, invisibility
* 3rd level (3 slots): fly, gaseous form, lightning bolt
* 4th level (3 slots): ice storm, storm sphere
* 5th level (2 slots): cloudkill, seeming (cast each day)
* 6th level (1 slot): chain lightning

ACTIONS

Windvane: Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6+6) piercing damage, or 10 (1d8+6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.

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AIR ELEMENTAL

Large elemental, Neutral (source: Monster Manual)

AC: 15; HP: 90 (12d10+24); SPD: fly 90 ft. (hover); STR: 14 (+2); DEX: 20 (+5); CON: 14 (+2); INT: 6 (-2); WIS: 10 (+0); CHA: 6 (-2); DMG RESIST: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; SENSES: darkvision 60 ft., passive Perception 10; LANG: Auran; CR 5

TRAITS

Air Form: The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS

Multiattack: The elemental makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Whirlwind (Recharge 4-6): Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

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AIR ELEMENTAL MYRMIDON

Medium elemental, Neutral (source: Elemental Evil)

AC: 18 (plate); HP: 117 (18d8+36); SPD: 30 ft., fly 30 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 14 (+2); INT: 9 (-1); WIS: 10 (+0); CHA: 10 (+0); DMG RESIST: lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: paralyzed, petrified, poisoned, prone; SENSES: darkvision 60 ft., passive Perception 10; LANG: Auran, one language of its creator’s choice; CR 7

TRAITS

Magic Weapons: The myrmidon’s weapon attacks are magical.

ACTIONS

Multiattack: The myrmidon makes three flail attacks.

Flail: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Lightning Strike (Recharge 6): The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.

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ALHOON

Medium undead (source: Volo’s Guide), any evil alignment

AC: 15 (natural armor); HP: 120 (16d8+48); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 16 (+3); INT: 19 (+4); WIS: 17 (+3); CHA: 17 (+3); SAVES: Con +7, Int +8, Wis +7, Cha +7; SKILLS: Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5; DMG RESIST: cold, lightning, necrotic; DMG IMMUNE: poison; bludgeoning, piercing, and slashing from nonmagical attacks; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned; SENSES: truesight 120 ft., passive Perception 17; LANG: Deep Speech, Undercommon, telepathy 120 ft.; CR 10

TRAITS

Magic Resistance: The alhoon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics): The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting: The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, disguise self, magic missile, shield

2nd level (3 slots): invisibility, mirror image, scorching ray

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer

5th level (2 slots): modify memory, wall of force

6th level (1 slot): disintegrate, globe of invulnerability

Turn Resistance: The alhoon has advantage on saving throws against any effect that turns undead.

ACTIONS

Chilling Grasp: Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.

Mind Blast (Recharge 5-6): The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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ALLOSAURUS

Large beast, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 60 (6d10+18); SPD: 60 ft.; STR: 19 (+4); DEX: 13 (+1); CON: 17 (+3); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SKILLS: Perception +5; SENSES: Standard, passive Perception 15; CR 2

TRAITS

Pounce: If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

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AMBUSH DRAKE

Medium dragon (source: Tyranny of Dragons), Unaligned

AC: 13 (natural armor); HP: 22 (4d6+8); SPD: 30 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 14 (+2); INT: 4 (-3); WIS: 11 (+0); CHA: 6 (-2); SKILLS: Perception +4, Stealth +4; DMG RESIST: poison; SENSES: darkvision 60 ft., passive Perception 14; LANG: understands Draconic but can’t speak it; CR 1/2

TRAITS

Pack Tactics: The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Surprise Attack: If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

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ANCIENT BLACK DRAGON

Gargantuan dragon, Chaotic Evil (source: Monster Manual)

AC: 22 (natural armor); HP: 367 (21d20+147); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 27 (+8); DEX: 14 (+2); CON: 25 (+7); INT: 16 (+3); WIS: 15 (+2); CHA: 19 (+4); SAVES: Dex +9, Con +14, Wis +9, Cha +11; SKILLS: Perception +16, Stealth +9; DMG IMMUNE: acid; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 26; LANG: Common, Draconic; CR 21

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT BLUE DRAGON

Gargantuan dragon, Lawful Evil (source: Monster Manual)

AC: 22 (natural armor); HP: 481 (26d20+208); SPD: 40 ft., burrow 40 ft., fly 80 ft.; STR: 29 (+9); DEX: 10 (+0); CON: 27 (+8); INT: 18 (+4); WIS: 17 (+3); CHA: 21 (+5); SAVES: Dex +7, Con +15, Wis +10, Cha +12; SKILLS: Perception +17, Stealth +7; DMG IMMUNE: lightning; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 27; LANG: Common, Draconic; CR 23

ACTIONS

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

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT BRASS DRAGON

Gargantuan dragon, Chaotic Good (source: Monster Manual)

AC: 20 (natural armor); HP: 297 (17d20+119); SPD: 40 ft., burrow 40 ft., fly 80 ft.; STR: 27 (+8); DEX: 10 (+0); CON: 25 (+7); INT: 16 (+3); WIS: 15 (+2); CHA: 19 (+4); SAVES: Dex +6, Con +13, Wis +8, Cha +10; SKILLS: History +9, Perception +14, Persuasion +10, Stealth +6; DMG IMMUNE: fire; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 24; LANG: Common, Draconic; CR 20

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons:

Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

ACTIONS

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or LEGENDARY ACTION: of that form.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT BRONZE DRAGON

Gargantuan dragon, Lawful Good (source: Monster Manual)

AC: 22 (natural armor); HP: 444 (24d20+192); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 29 (+9); DEX: 10 (+0); CON: 27 (+8); INT: 18 (+4); WIS: 17 (+3); CHA: 21 (+5); SAVES: Dex +7, Con +15, Wis +10, Cha +12; SKILLS: Insight +10, Perception +17, Stealth +7; DMG IMMUNE: lightning; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 27; LANG: Common, Draconic; CR 22

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

ACTIONS

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or LEGENDARY ACTION: of that form.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT COPPER DRAGON

Gargantuan dragon, Chaotic Good (source: Monster Manual)

AC: 21 (natural armor); HP: 350 (20d20+140); SPD: 40 ft., climb 40 ft., fly 80 ft.; STR: 27 (+8); DEX: 12 (+1); CON: 25 (+7); INT: 20 (+5); WIS: 17 (+3); CHA: 19 (+4); SAVES: Dex +8, Con +14, Wis +10, Cha +11; SKILLS: Deception +11, Perception +17, Stealth +8; DMG IMMUNE: acid; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 27; LANG: Common, Draconic; CR 21

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

ACTIONS

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or LEGENDARY ACTION: of that form.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT GOLD DRAGON

Gargantuan dragon, Lawful Good (source: Monster Manual)

AC: 22 (natural armor); HP: 546 (28d20+252); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 30 (+10); DEX: 14 (+2); CON: 29 (+9); INT: 18 (+4); WIS: 17 (+3); CHA: 28 (+9); SAVES: Dex +9, Con +16, Wis +10, Cha +16; SKILLS: Insight +10, Perception +17, Persuasion +16, Stealth +9; DMG IMMUNE: fire; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 27; LANG: Common, Draconic; CR 24

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ACTIONS

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or LEGENDARY ACTION: of that form.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT GREEN DRAGON

Gargantuan dragon, Lawful Evil (source: Monster Manual)

AC: 21 (natural armor); HP: 385 (22d20+154); SPD: 40 ft., fly 80 ft., swim 40 ft.; STR: 27 (+8); DEX: 12 (+1); CON: 25 (+7); INT: 20 (+5); WIS: 17 (+3); CHA: 19 (+4); SAVES: Dex +8, Con +14, Wis +10, Cha +11; SKILLS: Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 27; LANG: Common, Draconic; CR 22

TRAITS

Amphibious: The dragon can breathe air and water.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage.

Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT RED DRAGON

Gargantuan dragon, Chaotic Evil (source: Monster Manual)

AC: 22 (natural armor); HP: 546 (28d20+252); SPD: 40 ft., climb 40 ft., fly 80 ft.; STR: 30 (+10); DEX: 10 (+0); CON: 29 (+9); INT: 18 (+4); WIS: 15 (+2); CHA: 23 (+6); SAVES: Dex +7, Con +16, Wis +9, Cha +13; SKILLS: Perception +16, Stealth +7; DMG IMMUNE: fire; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 26; LANG: Common, Draconic; CR 24

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.

Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6): The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT SILVER DRAGON

Gargantuan dragon, Lawful Good (source: Monster Manual)

AC: 22 (natural armor); HP: 487 (25d20+225); SPD: 40 ft., fly 80 ft.; STR: 30 (+10); DEX: 10 (+0); CON: 29 (+9); INT: 18 (+4); WIS: 15 (+2); CHA: 23 (+6); SAVES: Dex +7, Con +16, Wis +9, Cha +13; SKILLS: Arcana +11, History +11, Perception +16, Stealth +7; DMG IMMUNE: cold; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 26; LANG: Common, Draconic; CR 23

TRAITS

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.

Claw: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.

Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ACTIONS

Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or LEGENDARY ACTION: of that form.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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ANCIENT WHITE DRAGON

Gargantuan dragon, Chaotic Evil (source: Monster Manual)

AC: 20 (natural armor); HP: 333 (18d20+144); SPD: 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.; STR: 26 (+8); DEX: 10 (+0); CON: 26 (+8); INT: 10 (+0); WIS: 13 (+1); CHA: 14 (+2); SAVES: Dex +6, Con +14, Wis +7, Cha +8; SKILLS: Perception +13, Stealth +6; DMG IMMUNE: cold; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 23; LANG: Common, Draconic; CR 20

TRAITS

Ice Walk: The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

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

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours .

Cold Breath (Recharge 5-6): The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one.

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ANDROSPHINX

Large monstrosity, Lawful Neutral (source: Monster Manual)

AC: 17 (natural armor); HP: 199 (19d10+95); SPD: 40 ft., fly 60 ft.; STR: 22 (+6); DEX: 10 (+0); CON: 20 (+5); INT: 16 (+3); WIS: 18 (+4); CHA: 23 (+6); SAVES: Dex +6, Con +11, Int +9, Wis +10; SKILLS: Arcana +9, Perception +10, Religion +15; DMG IMMUNE: psychic, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, frightened; SENSES: truesight 120 ft., passive Perception 20; LANG: Common, Sphinx; CR 17

TRAITS

Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons: The sphinx’s weapon attacks are magical.

Spellcasting: The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

* Cantrips (at will): sacred flame, spare the dying, thaumaturgy
* 1st level (4 slots): command, detect evil and good, detect magic
* 2nd level (3 slots): lesser restoration, zone of truth
* 3rd level (3 slots): dispel magic, tongues
* 4th level (3 slots): banishment, freedom of movement
* 5th level (2 slots): flame strike, greater restoration
* 6th level (1 slot): heroes’ feast

ACTIONS

Multiattack: The sphinx makes two claw attacks.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage.

Roar (3/Day): The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

LEGENDARY ACTION: Claw Attack: The sphinx makes one claw attack.

LEGENDARY ACTION: Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

LEGENDARY ACTION: Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

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ANIMATED ARMOR

Medium construct, Unaligned (source: Monster Manual)

AC: 18 (natural armor); HP: 33 (6d8+6); SPD: 25 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 13 (+1); INT: 1 (-5); WIS: 3 (-4); CHA: 1 (-5); DMG IMMUNE: poison, psychic; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 6; CR 1

TRAITS

Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

ACTIONS

Multiattack: The armor makes two melee attacks.

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

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ANKHEG

Large monstrosity, Unaligned (source: Monster Manual)

AC: 14 (natural armor, 11 while prone); HP: 39 (6d10+6); SPD: 30 ft., burrow 10 ft.; STR: 17 (+3); DEX: 11 (+0); CON: 13 (+1); INT: 1 (-5); WIS: 13 (+1); CHA: 6 (-2); SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 11; CR 2

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6): The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

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ANKYLOSAURUS

Huge beast, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 68 (8d12+16); SPD: 30 ft.; STR: 19 (+4); DEX: 11 (+0); CON: 15 (+2); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SENSES: Standard, passive Perception 11; CR 3

ACTIONS

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

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ANNIS HAG

Large fey (source: Volo’s Guide), Chaotic Evil

AC: 17 (natural armor); HP: 75 (10d10+20); SPD: 40 ft.; STR: 21 (+5); DEX: 12 (+1); CON: 14 (+2); INT: 13 (+1); WIS: 14 (+2); CHA: 15 (+2); SAVES: Con +5; SKILLS: Deception +5, Perception +5; DMG RESIST: cold; bludgeoning, piercing, and slashing from nonmagical attacks; SENSES: darkvision 60 ft., passive Perception 15; LANG: Common, Giant, Sylvan; CR 6

TRAITS

Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:

3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
* 1st level (4 slots): identify, ray of sickness
* 2nd level (3 slots): hold person, locate object
* 3rd level (3 slots): bestow curse, counterspell, lightning bolt
* 4th level (3 slots): phantasmal killer, polymorph
* 5th level (2 slots): contact other plane, scrying
* 6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Variant: Death Coven: For a death coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:
* 1st level (4 slots): false life, inflict wounds
* 2nd level (3 slots): gentle repose, ray of enfeeblement
* 3rd level (3 slots): animate dead, revivify, speak with dead
* 4th level (3 slots): blight, death ward
* 5th level (2 slots): contagion, raise dead
* 6th level (1 slot): circle of death

Variant: Nature Coven: For a nature coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:
* 1st level (4 slots): entangle, speak with animals
* 2nd level (3 slots): flaming sphere, moonbeam, spike growth
* 3rd level (3 slots): call lightning, plant growth
* 4th level (3 slots): dominate beast, grasping vine
* 5th level (2 slots): insect plague, tree stride
* 6th level (1 slot): wall of thorns

Variant: Prophecy Coven: For a prophecy coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:
* 1st level (4 slots): bane, bless
* 2nd level (3 slots): augury, detect thoughts
* 3rd level (3 slots): calirvoyance, dispel magic, nondetection
* 4th level (3 slots): arcane eye, locate creature
* 5th level (2 slots): geas, legend lore
* 6th level (1 slot): true seeing

ACTIONS

Multiattack: The annis makes three attacks: one with her bite and two with her claws.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.

Crushing Hug: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.

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APE

Medium beast, Unaligned (source: Monster Manual)

AC: 12; HP: 19 (3d8+6); SPD: 30 ft., climb 30 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 14 (+2); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Athletics +5, Perception +3; SENSES: Standard, passive Perception 13; CR 1/2

ACTIONS

Multiattack: The ape makes two fist attacks.

Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Rock: Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

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APPRENTICE WIZARD

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 10; HP: 9 (2d8); SPD: 30 ft.; STR: 10 (+0); DEX: 10 (+0); CON: 10 (+0); INT: 14 (+2); WIS: 10 (+0); CHA: 11 (+0); SKILLS: Arcana +4, History +4; SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 1/4

TRAITS

Spellcasting: The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

* Cantrips (at will): fire bolt, mending, prestidigitation
* 1st level (2 slots): burning hands, disguise self, shield

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage.

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ARCANALOTH

Medium fiend (yugoloth), Neutral Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 104 (16d8+32); SPD: 30 ft., fly 30 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 14 (+2); INT: 20 (+5); WIS: 16 (+3); CHA: 17 (+3); SAVES: Dex +5, Int +9, Wis +7, Cha +7; SKILLS: Arcana +13, Deception +9, Insight +9, Perception +7; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: acid, poison; COND IMMUNE: charmed, poisoned; SENSES: truesight 120 ft., passive Perception 17; LANG: all, telepathy 120 ft.; CR 12

TRAITS

Innate Spellcasting: The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:

At will: alter self, darkness, heat metal, invisibility (self only), magic missile

Magic Resistance: The arcanaloth has advantage on saving throws against spells and other magical effects.

Magic Weapons: The arcanaloth’s weapon attacks are magical.

Spellcasting: The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:

* Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
* 1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk
* 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
* 3rd level (3 slots): counterspell, fear, fireball
* 4th level (3 slots): banishment, dimension door
* 5th level (2 slots): contact other plane, hold monster
* 6th level (1 slot): chain lightning
* 7th level (1 slot): finger of death
* 8th level (1 slot): mind blank

ACTIONS

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Teleport: The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day): The yugoloth attempts a magical summoning.

An arcanaloth has a 40 percent chance of summoning one arcanaloth.

A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

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ARCHDRUID

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 16 (hide armor, shield); HP: 132 (24d8+24); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 12 (+1); WIS: 20 (+5); CHA: 11 (+0); SAVES: Int +5, Wis +9; SKILLS: Medicine +9, Nature +5, Perception +9; SENSES: Standard, passive Perception 19; LANG: Druidic plus any two languages; CR 12

TRAITS

Spellcasting: The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, poison spray, produce flame

1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals

2nd level (3 slots): animal messenger, beast sense, hold person

3rd level (3 slots): conjure animals, meld into stone, water breathing

4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire

5th level (3 slots): commune with nature, mass cure wounds, tree stride

6th level (1 slot): heal, heroes’ feast, sunbeam

7th level (1 slot): fire storm

8th level (1 slot): animal shapes

9th level (1 slot): foresight

ACTIONS

Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Change Shape (2/Day): The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.

While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

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ARCHER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 16 (studded leather armor); HP: 75 (10d8+30); SPD: 30 ft.; STR: 11 (+0); DEX: 18 (+4); CON: 16 (+3); INT: 11 (+0); WIS: 13 (+1); CHA: 10 (+0); SKILLS: Acrobatics +6, Perception +5; SENSES: Standard, passive Perception 15; LANG: any one language (usually Common); CR 3

TRAITS

Archer’s Eye: As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

ACTIONS

Multiattack : The archer makes two attacks with its longbow.

Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage.

Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.

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ARCHMAGE

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 12 (15 with mage armor); HP: 99 (18d8+18); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 20 (+5); WIS: 15 (+2); CHA: 16 (+3); SAVES: Int +9, Wis +6; SKILLS: Arcana +13, History +13; DMG RESIST: damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin); SENSES: Standard, passive Perception 12; LANG: any six languages; CR 12

TRAITS

Magic Resistance: The archmage has advantage on saving throws against spells and other magical effects.

Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

* Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
* 1st level (4 slots): detect magic, identify, mage armor*, magic missile
* 2nd level (3 slots): detect thoughts, mirror image, misty step
* 3rd level (3 slots): counterspell,fly, lightning bolt
* 4th level (3 slots): banishment, fire shield, stoneskin*
* 5th level (3 slots): cone of cold, scrying, wall of force
* 6th level (1 slot): globe of invulnerability
* 7th level (1 slot): teleport
* 8th level (1 slot): mind blank*
* 9th level (1 slot): time stop

* The archmage casts these spells on itself before combat.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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ASSASSIN

Medium humanoid (any race) (source: Monster Manual), any non-good alignment

AC: 15 (studded leather); HP: 78 (12d8+24); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 14 (+2); INT: 13 (+1); WIS: 11 (+0); CHA: 10 (+0); SAVES: Dex +6, Int +4; SKILLS: Acrobatics +6, Deception +3, Perception +3, Stealth +9; DMG RESIST: poison; SENSES: Standard, passive Perception 13; LANG: Thieves’ cant plus any two languages; CR 8

TRAITS

Assassinate: During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion: If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn): The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack: The assassin makes two shortsword attacks.

Shortsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

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AUGREK BRIGHTHELM

Medium humanoid (shield dwarf), (source: Storm Kings Thunder), Lawful Good

AC: 15 (chain shirt, shield); HP: 13 (2d8+4); SPD: 25 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 15 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 11 (+0); DMG RESIST: poison; SKILLS: Athletics +4, Perception +2; SENSES: Standard, passive Perception 12; LANG: Common, Dwarvish; SENSES: darkvision 60 ft.; CR 0

TRAITS

Dwarven Resilience: Augrek has advantage on saving throws against poison.

ACTIONS

Warhammer: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts.

Roleplaying Information: Sheriff’s Ddeputy Augrek guards the southwest gate of BRyn Shander and welcomes visitors to town. She has a good heart.

Ideal: “You’ll get farther in life with a kind word than an axe”

Bond: “Bryn Shander is my home. It’s my job to protect her.”

Flaw: “I’m head over heels in love with Sheriff Southwell. One day I hope to marry him.”

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AUROCHS

Large beast (source: Volo’s Guide), Unaligned

AC: 11 (natural armor); HP: 38 (4d10+16); SPD: 50 ft.; STR: 20 (+5); DEX: 10 (+0); CON: 19 (+4); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SENSES: Standard, passive Perception 11; CR 2

TRAITS

Charge: If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

ACTIONS

Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

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AVATAR OF DEATH

Medium undead, Neutral Evil (source: Monster Manual)

AC: 20; HP: 0; SPD: 60 ft., fly 60 ft. (hover); STR: 16 (+3); DEX: 16 (+3); CON: 16 (+3); INT: 16 (+3); WIS: 16 (+3); CHA: 16 (+3); DMG IMMUNE: necrotic, poison; COND IMMUNE: charmed, frightened, paralyzed, petrified, poisoned , unconscious; SENSES: darkvision 60 ft., truesight 60 ft., passive Perception 13; LANG: all languages known to its summoner; CR 00

TRAITS

Incorporeal Movement: The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Turning Immunity: The avatar is immune to features that turn undead.; HP: The Avatar of Death appears with hit points equal to half its summoner’s maximum hit points.

ACTIONS

Reaping Scythe: The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage.

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AWAKENED SHRUB

Small plant, Unaligned (source: Monster Manual)

AC: 9; HP: 10 (3d6); SPD: 20 ft.; STR: 3 (-4); DEX: 8 (-1); CON: 11 (+0); INT: 10 (+0); WIS: 10 (+0); CHA: 6 (-2); DMG RESIST: piercing

Damage Vulnerabilities: fire; SENSES: Standard, passive Perception 10; LANG: one language known by its creator; CR 0

TRAITS

False Appearance: While the shrub remains motionless, it is indistinguishable from a normal shrub.

ACTIONS

Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) slashing damage.

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AWAKENED TREE

Huge plant, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 59 (7d12+14); SPD: 20 ft.; STR: 19 (+4); DEX: 6 (-2); CON: 15 (+2); INT: 10 (+0); WIS: 10 (+0); CHA: 7 (-2); DMG RESIST: bludgeoning, piercing
Damage Vulnerabilities: fire; SENSES: Standard, passive Perception 10; LANG: one language known by its creator; CR 2

TRAITS

False Appearance: While the tree remains motionless, it is indistinguishable from a normal tree.

ACTIONS

Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

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AWAKENED ZURKHWOOD

Huge plant (source: Out of the Abyss), Unaligned

AC: 13 (natural armor); HP: 59 (7d12+14); SPD: 20 ft.; STR: 19 (+4); DEX: 6 (-2); CON: 15 (+2); INT: 10 (+0); WIS: 10 (+0); CHA: 7 (-2); DMG RESIST: bludgeoning, piercing

Damage Vulnerabilities: fire; SENSES: darkvision 120 ft., passive Perception 10; LANG: one language known by its creator; CR 2

TRAITS

False Appearance: While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.

Mute: If the awakened zurkhwood was created by a myconid sovereign, it can’t speak.ACTIONS

ACTIONS

Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

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AXE BEAK

Large beast, Unaligned (source: Monster Manual)

AC: 11; HP: 19 (3d10+3); SPD: 50 ft.; STR: 14 (+2); DEX: 12 (+1); CON: 12 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SENSES: Standard, passive Perception 10; CR 1/4

ACTIONS

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

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AZBARA JOS

Medium humanoid (human) (source: Tyranny of Dragons), Lawful evil

AC: 13 (16 with mage armor); HP: 39 (6d8+12); SPD: 30 ft.; STR: 9 (-1); DEX: 16 (+3); CON: 14 (+2); INT: 16 (+3); WIS: 13 (+1); CHA: 11 (+0); SAVES: Int +5, Wis +3; SKILLS: Arcana +5, Deception +2, Insight +3, Stealth +5; SENSES: Standard, passive Perception 11; LANG: Common, Draconic, Infernal, Primordial, Thayan; CR 4

TRAITS

Special Equipment: Azbara has two scrolls of mage armor.

Potent Cantrips: When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip’s damage but suffers no other effect.

Sculpt Spells: When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell’s level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.

Spellcasting: Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:

* Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
* 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
* 2nd level (3 slots): invisibility, misty step, scorching ray
* 3rd level (3 slots): counterspell, dispel magic, fireball

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4+3) piercing damage.

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AZER

Medium elemental, Lawful Neutral (source: Monster Manual)

AC: 17 (natural armor, shield); HP: 39 (6d8+12); SPD: 30 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 15 (+2); INT: 12 (+1); WIS: 13 (+1); CHA: 10 (+0); SAVES: Con +4; DMG IMMUNE: fire, poison; COND IMMUNE: poisonedSenses: Standard, passive Perception 11; LANG: Ignan; CR 2

TRAITS

Heated Body: A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Heated Weapons: When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).

Illumination: The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

ACTIONS

Warhammer: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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BABA LYSAGA

Medium humanoid (human, shapechanger) (source: Curse of Strahd), Chaotic Evil

AC: 15 (natural armor); HP: 120 (16d8+48); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 16 (+3); INT: 20 (+5); WIS: 17 (+3); CHA: 13 (+1); SAVES: Wis +7; SKILLS: Arcana +13, Religion +13; SENSES: Standard, passive Perception 13; LANG: Abyssal, Common, Draconic, Dwarvish, Giant; CR 11

TRAITS

Shapechanger: Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.

Blessing of Mother Night: Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.

Spellcasting: Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:

* Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
* 1st level (4 slots): detect magic, magic missile, sleep, witch bolt
* 2nd level (3 slots): crown of madness, enlarge/reduce, misty step
* 3rd level (3 slots): dispel magic, fireball, lightning bolt
* 4th level (3 slots): blight, Everard’s black tentacles, polymorph
* 5th level (2 slots): cloudkill, geas, scrying
* 6th level (1 slot): programmed illusion, true seeing
* 7th level (1 slot): finger of death, mirage arcane
* 8th level (1 slot): power word stun

ACTIONS

Multiattack: Baba Lysaga makes three attacks with her quarterstaff

Quarterstaff: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludegoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.

Summon Swarms of Insects (Recharges after a Short or Long Rest): Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.

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BABA LYSAGA’S CREEPING HUT

Gargantuan construct (source: Curse of Strahd), Unaligned

AC: 16 (natural armor); HP: 263 (17d10+85); SPD: 30 ft.; STR: 26 (+8); DEX: 7 (-2); CON: 20 (+5); INT: 1 (-5); WIS: 3 (-4); CHA: 3 (-4); SAVES: Con +9, Wis +0, Cha +0; DMG IMMUNE: poison, psychic; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone; SENSES: blindsight 120 ft. (blind beyond this radius), passive Perception 6; LANG: -; CR 11

TRAITS

Constructed Nature: An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Antimagic Susceptibility: The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Siege Monster: The hut deals double damage to objects and structures.

ACTIONS

Multiattack: The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.

Root: Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

Rock: Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludegoning damage.

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BABAU

Medium fiend (demon) (source: Volo’s Guide), Chaotic Evil

AC: 16 (natural armor); HP: 82 (11d8+33); SPD: 40 ft.; STR: 19 (+4); DEX: 16 (+3); CON: 16 (+3); INT: 11 (+0); WIS: 12 (+1); CHA: 13 (+1); SKILLS: Perception +5, Stealth +5; DMG RESIST: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 15; LANG: Abyssal; CR 4

TRAITS

Innate Spellcasting: The babau’s innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:

At will: darkness, dispel magic, fear, heat metal, levitate

ACTIONS

Multiattack: The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage.

Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack.

Weakening Gaze: The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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BABOON

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 3 (1d6); SPD: 30 ft., climb 30 ft.; STR: 8 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 4 (-3); WIS: 12 (+1); CHA: 6 (-2); SENSES: Standard, passive Perception 11; CR 0

TRAITS

Pack Tactics: The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.

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BADGER

Tiny beast, Unaligned (source: Monster Manual)

AC: 10; HP: 3 (1d4+1); SPD: 20 ft., burrow 5 ft.; STR: 4 (-3); DEX: 11 (+0); CON: 12 (+1); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SENSES: darkvision 30 ft., passive Perception 11; CR 0

TRAITS

Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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BALOR

Huge fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 262 (21d12+126); SPD: 40 ft., fly 80 ft.; STR: 26 (+8); DEX: 15 (+2); CON: 22 (+6); INT: 20 (+5); WIS: 16 (+3); CHA: 22 (+6); SAVES: Str +14, Con +12, Wis +9, Cha +12; DMG RESIST: cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: truesight 120 ft., passive Perception 13; LANG: Abyssal, telepathy 120 ft.; CR 19

TRAITS

Death Throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.

Fire Aura: At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance: The balor has advantage on saving throws against spells and other magical effects.

Magic Weapons: The balor’s weapon attacks are magical.

ACTIONS

Multiattack: The balor makes two attacks: one with its longsword and one with its whip.

Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip: Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Teleport: The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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BANDERHOBB

Large monstrosity (source: Volo’s Guide), Neutral Evil

AC: 15 (natural armor); HP: 84 (8d10+40); SPD: 30 ft.; STR: 20 (+5); DEX: 12 (+1); CON: 20 (+5); INT: 11 (+0); WIS: 14 (+2); CHA: 8 (-1); SKILLS: Athletics +8, Stealth +7; COND IMMUNE: charmed, frightened; SENSES: darkvision 120 ft., passive Perception 12; LANG: understands Common and the languages of its creator, but can’t speak; CR 5

TRAITS

Resonant Connection: If the banderhobb has even a tiny piece of a creature or an obect in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb.

Shadow Stealth: While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.

ACTIONS

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can’t use its bite attack or tongue attack on another target.

Tongue: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.

Swallow: The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.

The banderhobb can have only one target swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.

ACTIONS

Shadow Step: The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.

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BANDIT

Medium humanoid (any race) (source: Monster Manual), any non-lawful alignment

AC: 12 (leather armor); HP: 11 (2d8+2); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 12 (+1); INT: 10 (+0); WIS: 10 (+0); CHA: 10 (+0); SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 1/8

ACTIONS

Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Light Crossbow: Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage.

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BANDIT CAPTAIN

Medium humanoid (any race) (source: Monster Manual), any non-lawful alignment

AC: 15 (studded leather); HP: 65 (10d8+20); SPD: 30 ft.; STR: 15 (+2); DEX: 16 (+3); CON: 14 (+2); INT: 14 (+2); WIS: 11 (+0); CHA: 14 (+2); SAVES: Str +4, Dex +5, Wis +2; SKILLS: Athletics +4, Deception +4; SENSES: Standard, passive Perception 10; LANG: any two languages; CR 2

ACTIONS

Multiattack: The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

REACTIONS

Parry: The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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BANSHEE

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 12; HP: 58 (13d8); SPD: 0 ft., fly 40 ft. (hover); STR: 1 (-5); DEX: 14 (+2); CON: 10 (+0); INT: 12 (+1); WIS: 11 (+0); CHA: 17 (+3); SAVES: Wis +2, Cha +5; DMG RESIST: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: cold, necrotic, poison; COND IMMUNE: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Elvish; CR 4

TRAITS

Detect Life: The banshee can magically sense the presence of living creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement: The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

ACTIONS

Corrupting Touch: Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage.

Horrifying Visage: Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.

Wail (1/Day): The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.

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BAPHOMET

Huge fiend (demon) (source: Out of the Abyss), Chaotic Evil

AC: 22 (natural armor); HP: 333 (23d12+184); SPD: 40 ft.; STR: 30 (+10); DEX: 14 (+2); CON: 26 (+8); INT: 18 (+4); WIS: 24 (+7); CHA: 16 (+3); SAVES: Dex +9, Con +15, Wis +14; SKILLS: Intimidation +17, Perception +14; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; bludgeoning, piercing, and slashing that is nonmagical; COND IMMUNE: charmed, exhaustion, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 24; LANG: all, telepathy 120 ft.; CR 23

TRAITS

Charge: If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Innate Spellcasting: Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: detect magic

3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone

1/day each: teleport

Labyrinthine Recall: Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day): If Baphomet fails a saving throw, he can choose to succeed instead.

Magic Resistance: Baphomet has advantage on saving throws against spell and other magic effects.

Magic Weapon: Baphomet’s weapon attacks are magical

Reckless: At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

ACTIONS

Multiattack: Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

Heartcleaver: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage

Bite: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage.

Gore: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) piercing damage.

Frightful Presence: Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.

If a creature succeeds on any of these saves or the effect ends on it, the creature is immune is Baphomet’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Baphomet regains spent LEGENDARY ACTION: at the start of his turn.

LEGENDARY ACTION: Heartcleaver attack: Baphomet makes a melee attack with Heartcleaver.

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BARBED DEVIL

Medium fiend (devil), Lawful Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 110 (13d8+52); SPD: 30 ft.; STR: 16 (+3); DEX: 17 (+3); CON: 18 (+4); INT: 12 (+1); WIS: 14 (+2); CHA: 14 (+2); SAVES: Str +6, Con +7, Wis +5, Cha +5; SKILLS: Deception +5, Insight +5, Perception +8; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 18; LANG: Infernal, telepathy 120 ft.; CR 5

TRAITS

Barbed Hide: At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) piercing damage.

Tail: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

Hurl Flame: Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

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BARD

Medium humanoid (any race), Volo’s Guide (source: Volo’s Guide), any alignment

AC: 15 (chain shirt); HP: 44 (8d8+8); SPD: 30 ft.; STR: 11 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 13 (+1); CHA: 14 (+2); SAVES: Dex +4, Wis +3; SKILLS: Acrobatics +4, Perception +5, Performance +6; SENSES: Standard, passive Perception 15; LANG: any two languages; CR 2

TRAITS

Spellcasting: The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, mage hand, vicious mockery

1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave

2nd level (3 slots): invisibility, shatter

Song of Rest: The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra ld6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.

Taunt (2/day): The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage.

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BARGHEST

Large fiend (shapechanger) (source: Volo’s Guide), Neutral Evil

AC: 17 (natural armor); HP: 90 (12d10+24); SPD: 60 ft. (30 ft.in goblin form); STR: 19 (+4); DEX: 15 (+2); CON: 14 (+2); INT: 13 (+1); WIS: 12 (+1); CHA: 14 (+2); SKILLS: Deception +4, Intimidation +4, Perception +5, Stealth +4; DMG RESIST: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: acid, poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 60 ft., passive Perception 15; LANG: Abyssal, Common, Goblin, Infernal, telepathy 60 ft.; CR 4

TRAITS

Shapechanger: The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.

Fire Banishment: When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon’s breath or a fireball spell) don’t have this effect on the barghest.

Keen Smell: The barghest has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting: The barghest’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components::

* At will: levitate, minor illusion, pass without trace
* 1/day each: charm person, dimension door, suggestion

Soul Feeding: A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim’s body. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.

While a humanoid’s soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature’s soul is digested, however, no mortal magic can return that humanoid to life.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

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BARLGURA

Large fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 68 (8d10+24); SPD: 40 ft., climb 40 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 7 (-2); WIS: 14 (+2); CHA: 9 (-1); SAVES: Dex +5, Con +6; SKILLS: Perception +5, Stealth +5; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 30 ft., darkvision 120 ft., passive Perception 15; LANG: Abyssal, telepathy 120 ft.; CR 5

TRAITS

Innate Spellcasting: The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:

* 1/day each: entangle, phantasmal force
* 2/day each: disguise self, invisibility (self only)

Reckless: At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap: The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

ACTIONS

Multiattack: The barlgura makes three attacks: one with its bite and two with its fists.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A barlgura has a 30 percent chance of summoning one barlgura.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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BAROVIAN WITCH

Medium humanoid (human) (source: Curse of Strahd), Chaotic Evil

AC: 10; HP: 16 (3d8+3); SPD: 30 ft.; STR: 7 (-2); DEX: 11 (+0); CON: 13 (+1); INT: 14 (+2); WIS: 11 (+0); CHA: 12 (+1); SKILLS: Arcana +4, Perception +2; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common; CR 1/2

TRAITS

Spellcasting: The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:

* Cantrips (at will): mage hand, prestidigitation, ray of frost
* 1st level (4 slots): ray of sickness, sleep, Tasha’s hideous laughter
* 2nd level (2 slots): alter self, invisibility

ACTIONS

Claws (Requires Alter Self): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical.

Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

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BASILISK

Medium monstrosity, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 52 (8d8+16); SPD: 20 ft.; STR: 16 (+3); DEX: 8 (-1); CON: 15 (+2); INT: 2 (-4); WIS: 8 (-1); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 9; CR 3

TRAITS

Petrifying Gaze: If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.

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BASTIAN THERMANDAR

Medium humanoid (fire genasi), Neutral Evil (source: Elemental Evil)

AC: 12 (15 with mage armor); HP: 78 (12d8+24); SPD: 30 ft.; STR: 12 (+1); DEX: 14 (+2); CON: 15 (+2); INT: 11 (+0); WIS: 9 (-1); CHA: 18 (+4); SKILLS: Arcana +3, Deception +7; DMG RESIST: fire; SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Ignan; CR 8

TRAITS

Innate Spellcasting: Bastian’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:

* At will: produce flame
* 1/day: burning hands

Spellcasting: Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:

* Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
* 1st level (4 slots): mage armor, magic missile, shield
* 2nd level (3 slots): misty step, scorching ray
* 3rd level (3 slots): counterspell, fireball
* 4th level (3 slots): dimension door, wall of fire
* 5th level (1 slot): hold monster

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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BAT

Tiny beast, Unaligned (source: Monster Manual)

AC: 12; HP: 1 (1d4-1); SPD: 5 ft., fly 30 ft.; STR: 2 (-4); DEX: 15 (+2); CON: 8 (-1); INT: 2 (-4); WIS: 12 (+1); CHA: 4 (-3); SENSES: blindsight 60 ft., passive Perception 11; CR 0

TRAITS

Echolocation: The bat can’t use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

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BEARDED DEVIL

Medium fiend (devil), Lawful Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 52 (8d8+16); SPD: 30 ft.; STR: 16 (+3); DEX: 15 (+2); CON: 15 (+2); INT: 9 (-1); WIS: 11 (+0); CHA: 11 (+0); SAVES: Str +5, Con +4, Wis +2; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: Infernal, telepathy 120 ft.; CR 3

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

Steadfast: The devil can’t be frightened while it can see an allied creature within 30 feet of it.

ACTIONS

Multiattack: The devil makes two attacks: one with its beard and one with its glaive.

Beard: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

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BEHIR

Huge monstrosity, Neutral Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 168 (16d12+64); SPD: 50 ft., climb 40 ft.; STR: 23 (+6); DEX: 16 (+3); CON: 18 (+4); INT: 7 (-2); WIS: 14 (+2); CHA: 12 (+1); SKILLS: Perception +6, Stealth +7; DMG IMMUNE: lightning; SENSES: darkvision 90 ft., passive Perception 16; LANG: Draconic; CR 11

ACTIONS

Multiattack: The behir makes two attacks: one with its bite and one to constrict.

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage.

Constrict: Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5-6): The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow: The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time.

If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.

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BEHOLDER

Large aberration, Lawful Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 189 (19d10+76); SPD: 0 ft., fly 20 ft. (hover); STR: 10 (+0); DEX: 14 (+2); CON: 18 (+4); INT: 17 (+3); WIS: 15 (+2); CHA: 17 (+3); SAVES: Int +8, Wis +7, Cha +8; SKILLS: Perception +12; COND IMMUNE: prone; SENSES: darkvision 120 ft., passive Perception 22; LANG: Deep Speech, Undercommon; CR 13

TRAITS

Antimagic Cone: The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays: The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

LEGENDARY ACTION: Eye Ray: The beholder uses one random eye ray.

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BEHOLDER ZOMBIE

Large undead, Neutral Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 93 (11d10+33); SPD: 0 ft., fly 20 ft. (hover); STR: 10 (+0); DEX: 8 (-1); CON: 16 (+3); INT: 3 (-4); WIS: 8 (-1); CHA: 5 (-3); SAVES: Wis +2; DMG IMMUNE: poison; COND IMMUNE: poisoned, prone; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands Deep Speech and Undercommon but can’t speak; CR 5

TRAITS

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Ray: The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.

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BELDORA

Medium humanoid (Illuskan human), (source: Storm Kings Thunder), Chaotic Good

AC: 12; HP: 18 (4d8); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 10 (+0); INT: 16 (+3); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Deception +5, Insight +3, Investigation +5, Perception +5, Persuasion +5; SENSES: Standard, passive Perception 13; LANG: Common, Draconic, Dwarvish, Halfling; CR 0

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage, .

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts.

REACTIONS

Duck and Cover: Beldora adds 2 to her AC against on melee attack that would hit her. To do so, Duvessa must see the attacker and can’t be grappled or restrained.Roleplaying Information: Beldora is a member of the harpers who survives using her wits and wiles. She looks like a homeless waif, but she’s a survivor who shies away from material wealth.

Ideal: “We should all strive to help one another”

Bond: “I’ll risk my life to protect the powerless.”

Flaw: “I like lying to people. Makes life more interesting, no?”

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BERSERKER

Medium humanoid (any race) (source: Monster Manual), any chaotic alignment

AC: 13 (hide armor); HP: 67 (9d8+27); SPD: 30 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 17 (+3); INT: 9 (-1); WIS: 11 (+0); CHA: 9 (-1); SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 2

TRAITS

Reckless: At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

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BHEUR HAG

Medium fey (source: Volo’s Guide), Chaotic Evil

AC: 17 (natural armor); HP: 91 (14d8+28); SPD: 30 ft.; STR: 13 (+1); DEX: 16 (+3); CON: 14 (+2); INT: 12 (+1); WIS: 13 (+1); CHA: 16 (+3); SAVES: Wis +4; SKILLS: Nature +4, Perception +4, Stealth +6, Survival +4; DMG IMMUNE: cold; SENSES: darkvision 60 ft., passive Perception 14; LANG: Auran, Common, Giant; CR 7

TRAITS

Graystaff Magic: The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.

Ice Walk: The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment.

Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person,* ray of frost

3/day each: cone of cold,* ice storm*, wall of ice*

1/day each: control weather

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
* 1st level (4 slots): identify, ray of sickness
* 2nd level (3 slots): hold person, locate object
* 3rd level (3 slots): bestow curse, counterspell, lightning bolt
* 4th level (3 slots): phantasmal killer, polymorph
* 5th level (2 slots): contact other plane, scrying
* 6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Variant: Death Coven: For a death coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): false life, inflict wounds

2nd level (3 slots): gentle repose, ray of enfeeblement

3rd level (3 slots): animate dead, revivify, speak with dead

4th level (3 slots): blight, death ward

5th level (2 slots): contagion, raise dead

6th level (1 slot): circle of death

Variant: Nature Coven: For a nature coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): entangle, speak with animals

2nd level (3 slots): flaming sphere, moonbeam, spike growth

3rd level (3 slots): call lightning, plant growth

4th level (3 slots): dominate beast, grasping vine

5th level (2 slots): insect plague, tree stride

6th level (1 slot): wall of thorns

Variant: Prophecy Coven: For a prophecy coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): bane, bless

2nd level (3 slots): augury, detect thoughts

3rd level (3 slots): calirvoyance, dispel magic, nondetection

4th level (3 slots): arcane eye, locate creature

5th level (2 slots): geas, legend lore

6th level (1 slot): true seeing

ACTIONS

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.

Maddening Feast: The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. 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 hag’s Maddening Feast for the next 24 hours.

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BLACK BEAR

Medium beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 19 (3d8+6); SPD: 40 ft., climb 30 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 12 (+1); CHA: 7 (-2); SENSES: Standard, passive Perception 13; CR 1/2

TRAITS

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

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BLACK DRAGON WYRMLING

Medium dragon, Chaotic Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 33 (6d8+6); SPD: 30 ft., fly 60 ft., swim 30 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 13 (+1); INT: 10 (+0); WIS: 11 (+0); CHA: 13 (+1); SAVES: Dex +4, Con +3, Wis +2, Cha +3; SKILLS: Perception +4, Stealth +4; DMG IMMUNE: acid; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 2

TRAITS

Amphibious: The dragon can breathe air and water.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6): The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one.

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BLACK EARTH GUARD

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 18 (plate); HP: 39 (6d8+12); SPD: 30 ft.; STR: 17 (+3); DEX: 11 (+0); CON: 14 (+2); INT: 10 (+0); WIS: 10 (+0); CHA: 9 (-1); SKILLS: Intimidation +1, Perception +2; SENSES: Standard, passive Perception 12; LANG: Common; CR 2

ACTIONS

Multiattack: The guard makes two melee attacks.

Morningstar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

REACTIONS

Unyielding: When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

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BLACK EARTH PRIEST

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 17 (splint); HP: 45 (7d8+14); SPD: 30 ft.; STR: 15 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 16 (+3); SKILLS: Intimidation +5, Religion +3, Persuasion +5; SENSES: Standard, passive Perception 10; LANG: Common, Terran; CR 3

TRAITS

Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): acid splash, blade ward, light, mending, mold earth
* 1st level (4 slots): earth tremor, expeditious retreat, shield
* 2nd level (3 slots): shatter, spider climb
* 3rd level (2 slots): slow

ACTIONS

Multiattack: The priest makes two melee attacks.

Glaive: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage.

REACTIONS

Unyielding: When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.SPELLS – acid splash, blade ward, light, mending, mold earth (ee), earth tremor (ee), expeditious retreat, shield, shatter, spider climb, slow

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BLACK GUARD DRAKE

Medium dragon (source: Volo’s Guide), Unaligned

AC: 14 (natural armor); HP: 52 (7d8+21); SPD: 30 ft., swim 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 4 (-3); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Perception +2; DMG RESIST: acid; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Draconic but can’t speak it; CR 2

TRAITS

Amphibious: The guard drake can breathe air and water.

ACTIONS

Multiattack: The drake attacks twice, once with its bite and once with its tail.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

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BLACK PUDDING

Large ooze, Unaligned (source: Monster Manual)

AC: 7; HP: 85 (10d10+30); SPD: 20 ft., climb 20 ft.; STR: 16 (+3); DEX: 5 (-3); CON: 16 (+3); INT: 1 (-5); WIS: 6 (-2); CHA: 1 (-5); DMG IMMUNE: acid, cold, lightning, slashing; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, prone; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 8; CR 4

TRAITS

Amorphous: The pudding can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form: A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb: The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

REACTIONS

Split: When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding’s, rounded down. New puddings are one size smaller than the original pudding.

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BLACKGUARD

Medium humanoid (any race) (source: Volo’s Guide), any non-good alignment

AC: 18 (plate); HP: 153 (18d8+72); SPD: 30 ft.; STR: 18 (+4); DEX: 11 (+0); CON: 18 (+4); INT: 11 (+0); WIS: 14 (+2); CHA: 15 (+2); SAVES: Wis +5, Cha +5; SKILLS: Athletics +7, Deception +5, Intimidation +5; SENSES: Standard, passive Perception 12; LANG: any one language (usually Common); CR 8

TRAITS

Spellcasting: The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, protection from evil and good, thunderous smite

2nd level (3 slots): branding smite, find steed

3rd level (2 slots): blinding smite, dispel magic

ACTIONS

Multiattack: The blackguard makes three attacks with its glaive or its shortbow.

Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.

Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Dreadful Aspect (Recharges after a Short or Long Rest): The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.

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BLAGOTHKUS

Huge giant (cloud giant) (source: Tyranny of Dragons), Neutral Evil

AC: 17 (splint); HP: 138 (12d12+60); SPD: 40 ft.; STR: 26 (+8); DEX: 13 (+1); CON: 20 (+5); INT: 16 (+3); WIS: 15 (+2); CHA: 15 (+2); SAVES: Con +9, Wis +6, Cha +6; SKILLS: Arcana +7, Insight +6, Intimidation +6, Perception +6; SENSES: Standard, passive Perception 16; LANG: Common, Draconic, Giant; CR 9

TRAITS

Keen Smell: Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting: Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:

* 3/day each: fog cloud, levitate

Spellcasting: Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:

* Cantrips (at will): light, mage hand, prestidigitation
* 1st level (4 slots): detect magic, identify, magic missile, shield
* 2nd level (3 slots): gust of wind, misty step, shatter
* 3rd level (2 slots): fly, lightning bolt

ACTIONS

Multiattack: Blagothkus attacks twice with his morningstar.

Morningstar: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.

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BLINK DOG

Medium fey, Lawful Good (source: Monster Manual)

AC: 13; HP: 22 (4d8+4); SPD: 40 ft.; STR: 12 (+1); DEX: 17 (+3); CON: 12 (+1); INT: 10 (+0); WIS: 13 (+1); CHA: 11 (+0); SKILLS: Perception +3, Stealth +5; SENSES: Standard, passive Perception 10; LANG: Blink Dog, understands Sylvan but can’t speak it; CR 1/4

TRAITS

Keen Hearing and Smell: The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Teleport (Recharge 4-6): The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.

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BLOOD HAWK

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 7 (2d6); SPD: 10 ft., fly 60 ft.; STR: 6 (-2); DEX: 14 (+2); CON: 10 (+0); INT: 3 (-4); WIS: 14 (+2); CHA: 5 (-3); SKILLS: Perception +4; SENSES: Standard, passive Perception 14; CR 1/8

TRAITS

Keen Sight: The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

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BLUE DRAGON WYRMLING

Medium dragon, Lawful Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 52 (8d8+16); SPD: 30 ft., burrow 15 ft., fly 60 ft.; STR: 17 (+3); DEX: 10 (+0); CON: 15 (+2); INT: 12 (+1); WIS: 11 (+0); CHA: 15 (+2); SAVES: Dex +2, Con +4, Wis +2, Cha +4; SKILLS: Perception +4, Stealth +2; DMG IMMUNE: lightning; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 3

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

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BLUE GUARD DRAKE

Medium dragon, Volo’s Guide (source: Volo’s Guide), Unaligned

AC: 14 (natural armor); HP: 52 (7d8+21); SPD: 30 ft., burrow 20 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 4 (-3); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Perception +2; DMG RESIST: lightning; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Draconic but can’t speak it; CR 2

ACTIONS

Multiattack: The drake attacks twice, once with its bite and once with its tail.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

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BLUE SLAAD

Large aberration, Chaotic Neutral (source: Monster Manual)

AC: 15 (natural armor); HP: 123 (13d10+52); SPD: 30 ft.; STR: 20 (+5); DEX: 15 (+2); CON: 18 (+4); INT: 7 (-2); WIS: 7 (-2); CHA: 9 (-1); SKILLS: Perception +1; DMG RESIST: acid, cold, fire, lightning, thunder; SENSES: darkvision 60 ft., passive Perception 11; LANG: Slaad, telepathy 60 ft.; CR 7

TRAITS

Magic Resistance: The slaad has advantage on saving throws against spells and other magical effects

Regeneration: The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem: Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

ACTIONS

Multiattack: The slaad makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

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BOAR

Medium beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 11 (2d8+2); SPD: 40 ft.; STR: 13 (+1); DEX: 11 (+0); CON: 12 (+1); INT: 2 (-4); WIS: 9 (-1); CHA: 5 (-3); SENSES: Standard, passive Perception 9; CR 1/4

TRAITS

Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest): If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

Tusk: Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

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BODAK

Medium undead (source: Volo’s Guide), Chaotic Evil

AC: 15 (natural armor); HP: 58 (9d8+18); SPD: 30 ft.; STR: 15 (+2); DEX: 16 (+3); CON: 15 (+2); INT: 7 (-2); WIS: 12 (+1); CHA: 12 (+1); SKILLS: Perception +4, Stealth +6; DMG RESIST: cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks; DMG IMMUNE: lightning, poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: darkvision 120 ft., passive Perception 14; LANG: Abyssal, the languages it knew in life; CR 6

TRAITS

Aura of Annihilation: The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.

Death Gaze: When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.

Sunlight Hypersensitivity: The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage.

Withering Gaze: One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.

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BOGGLE

Small fey (source: Volo’s Guide), Chaotic Neutral

AC: 14; HP: 18 (4d6+4); SPD: 30 ft., climb 30 ft.; STR: 8 (-1); DEX: 18 (+4); CON: 13 (+1); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Sleight of Hand +6, Stealth +6; DMG RESIST: fire; SENSES: darkvision 60 ft., passive Perception 13; LANG: Sylvan; CR 1/8

TRAITS

Boggle Oil: The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.

Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.

Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Dimensional Rift: As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.

Uncanny Smell: The boggle has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Pummel: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.

Oil Puddle: The boggle creates a puddle of oil that is either slippery or sticky (boggle’s choice). The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.

If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.

If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.

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BONE DEVIL

Large fiend (devil), Lawful Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 142 (15d10+60); SPD: 40 ft., fly 40 ft.; STR: 18 (+4); DEX: 16 (+3); CON: 18 (+4); INT: 13 (+1); WIS: 14 (+2); CHA: 16 (+3); SAVES: Int +5, Wis +6, Cha +7; SKILLS: Deception +7, Insight +6; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 9; LANG: Infernal, telepathy 120 ft.; CR 12

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes three attacks: two with its claws and one with its sting.

Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.

Sting: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

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BONE DEVIL POLEARM

Large fiend (devil), Lawful Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 142 (15d10+60); SPD: 40 ft., fly 40 ft.; STR: 18 (+4); DEX: 16 (+3); CON: 18 (+4); INT: 13 (+1); WIS: 14 (+2); CHA: 16 (+3); SAVES: Int +5, Wis +6, Cha +7; SKILLS: Deception +7, Insight +6; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 9; LANG: Infernal, telepathy 120 ft.; CR 12

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes three attacks: two with its hooked polearm and one with its sting.

Hooked Polearm: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) piercing damage. If the target is a huge or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the devil can’t use its polearm on another target.

Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.

Sting: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success .

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BONE NAGA (GUARDIAN)

Large undead, Lawful Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 58 (9d10+9); SPD: 30 ft.; STR: 15 (+2); DEX: 16 (+3); CON: 12 (+1); INT: 15 (+2); WIS: 15 (+2); CHA: 16 (+3); DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, paralyzed, poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common plus one other language; CR 4

TRAITS

Spellcasting: The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:

* Cantrips (at will): mending, sacred flame, thaumaturgy
* 1st level (4 slots): command, shield of faith
* 2nd level (3 slots): calm emotions, hold person
* 3rd level (2 slots): bestow curse

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage.

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BONE NAGA (SPIRIT)

Large undead, Lawful Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 58 (9d10+9); SPD: 30 ft.; STR: 15 (+2); DEX: 16 (+3); CON: 12 (+1); INT: 15 (+2); WIS: 15 (+2); CHA: 16 (+3); DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, paralyzed, poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common plus one other language; CR 4

TRAITS

Spellcasting: The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared:

* Cantrips (at will): mage hand, minor illusion, ray of frost
* 1st level (4 slots): charm person, sleep
* 2nd level (3 slots): detect thoughts, hold person
* 3rd level (2 slots): lightning bolt

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage.

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BRASS DRAGON WYRMLING

Medium dragon, Chaotic Good (source: Monster Manual)

AC: 16 (natural armor); HP: 16 (3d8+3); SPD: 30 ft., burrow 15 ft., fly 60 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 10 (+0); WIS: 11 (+0); CHA: 13 (+1); SAVES: Dex +2, Con +3, Wis +2, Cha +3; SKILLS: Perception +4, Stealth +2; DMG IMMUNE: fire; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 1

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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BRIDESMAID OF ZUGGTMOY

Medium plant (source: Out of the Abyss), Chaotic Evil

AC: 13 (natural armor); HP: 22 (5d8); SPD: 20 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 11 (+0); INT: 14 (+2); WIS: 8 (-1); CHA: 18 (+4); SENSES: darkvision 60 ft., passive Perception 9; LANG: understands Abyssal but can’t speak; CR 1/8

TRAITS

Fungus Stride: Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.

ACTIONS

Hallucination Spores: The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Infestation Spores (1/Day): The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual).

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BRONTOSAURUS

Gargantuan beast (source: Volo’s Guide), Unaligned

AC: 15 (natural armor); HP: 121 (9d20+27); SPD: 30 ft.; STR: 21 (+5); DEX: 9 (-1); CON: 17 (+3); INT: 2 (-4); WIS: 10 (+0); CHA: 7 (-2); SAVES: Con +6; SENSES: Standard, passive Perception 10; CR 5

ACTIONS

Stomp: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succed on a DC 14 Strength saving throw or be knocked prone.

Tail: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.

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BRONZE DRAGON WYRMLING

Medium dragon, Lawful Good (source: Monster Manual)

AC: 17 (natural armor); HP: 32 (5d8+10); SPD: 30 ft., fly 60 ft., swim 30 ft.; STR: 17 (+3); DEX: 10 (+0); CON: 15 (+2); INT: 12 (+1); WIS: 11 (+0); CHA: 15 (+2); SAVES: Dex +2, Con +4, Wis +2, Cha +4; SKILLS: Perception +4, Stealth +2; DMG IMMUNE: lightning; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 2

TRAITS

Amphibious: The dragon can breathe air and water.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

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BROOM OF ANIMATED ATTACK

Small construct (source: Curse of Strahd), Unaligned

AC: 15 (natural armor); HP: 17 (5d6); SPD: 0 ft., fly 50 ft. (hover); STR: 10 (+0); DEX: 17 (+3); CON: 10 (+0); INT: 1 (-5); WIS: 5 (-3); CHA: 1 (-5); DMG IMMUNE: poison, psychic; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 7; CR 1/4

TRAITS

Constructed Nature: An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Antimagic Susceptibility: The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance: While the broom remains motionless and isn’t flying, it is indistinguishable from a normal broom.

ACTIONS

Multiattack: The broom makes two melee attacks.

Broomstick: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

REACTIONS

Animated Attack: If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature’s Strength check. If the broom wins the contest, it flies out of the creature’s grasp and makes a melee attack against it with advantage on the attack roll.

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BROWN BEAR

Large beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 34 (4d10+12); SPD: 40 ft., climb 30 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 16 (+3); INT: 2 (-4); WIS: 13 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 1

TRAITS

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

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BUGBEAR

Medium humanoid (goblinoid), Chaotic Evil (source: Monster Manual)

AC: 16 (hide armor, shield); HP: 27 (5d8+5); SPD: 30 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 13 (+1); INT: 8 (-1); WIS: 11 (+0); CHA: 9 (-1); SKILLS: Stealth +6, Survival +2; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Goblin; CR 1

TRAITS

Brute: A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

ACTIONS

Morningstar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

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BUGBEAR CHIEF

Medium humanoid (goblinoid), Chaotic Evil (source: Monster Manual)

AC: 17 (chain shirt, shield); HP: 65 (10d8+20); SPD: 30 ft.; STR: 17 (+3); DEX: 14 (+2); CON: 14 (+2); INT: 11 (+0); WIS: 12 (+1); CHA: 11 (+0); SKILLS: Intimidation +2, Stealth +6, Survival +3; SENSES: darkvision 60 ft., passive Perception 11; LANG: Common, Goblin; CR 3

TRAITS

Brute: A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack: If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Heart of Hruggek: The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

ACTIONS

Multiattack: The bugbear makes two melee attacks

Morningstar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage.

Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range.

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BULETTE

Large monstrosity, Unaligned (source: Monster Manual)

AC: 17 (natural armor); HP: 94 (9d10+45); SPD: 40 ft., burrow 40 ft.; STR: 19 (+4); DEX: 11 (+0); CON: 21 (+5); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Perception +6; SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 16; CR 5

TRAITS

Standing Leap: The bulette’s long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.

Deadly Leap: If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 ft. out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette’s space.

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BULLYWUG

Medium humanoid (bullywug), Neutral Evil (source: Monster Manual)

AC: 15 (hide armor, shield); HP: 11 (2d8+2); SPD: 20 ft., swim 40 ft.; STR: 12 (+1); DEX: 12 (+1); CON: 13 (+1); INT: 7 (-2); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Stealth +3; SENSES: Standard, passive Perception 10; LANG: Bullywug; CR 1/4

TRAITS

Amphibious: The bullywug can breathe air and water.

Speak with Frogs and Toads: The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.

Swamp Camouflage: The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap: The bullywug’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

ACTIONS

Multiattack: The bullywug makes two melee attacks: one with its bite and one with its spear.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

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BURROWSHARK

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 18 (plate); HP: 82 (11d8+33); SPD: 30 ft.; STR: 18 (+4); DEX: 12 (+1); CON: 16 (+3); INT: 10 (+0); WIS: 11 (+0); CHA: 13 (+1); SKILLS: Animal Handling +2, Athletics +6, Intimidation +3, Perception +2; SENSES: Standard, passive Perception 12; LANG: Common; CR 4

TRAITS

Bond of the Black Earth: The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette’s senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark’s commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.

ACTIONS

Multiattack: The burrowshark makes three melee attacks.

Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack.

REACTIONS

Unyielding: When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

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CAMBION

Medium fiend (source: Monster Manual), any evil alignment

AC: 19 (scale mail); HP: 82 (11d8+33); SPD: 30 ft., fly 60 ft.; STR: 18 (+4); DEX: 18 (+4); CON: 16 (+3); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SAVES: Str +7, Con +6, Int +5, Cha +6; SKILLS: Deception +6, Intimidation +6, Perception +4, Stealth +7; DMG RESIST: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 60 ft., passive Perception 14; LANG: Abyssal, Common, Infernal; CR 5

TRAITS

Fiendish Blessing: The AC of the cambion includes its Charisma bonus.

Innate Spellcasting: The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:

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

1/day: plane shift (self only)

ACTIONS

Multiattack: The cambion makes two melee attacks or uses its Fire Ray twice.

Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Fire Ray: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.

Fiendish Charm: One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.

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CAMEL

Large beast, Unaligned (source: Monster Manual)

AC: 9; HP: 15 (2d10+4); SPD: 50 ft.; STR: 16 (+3); DEX: 8 (-1); CON: 14 (+2); INT: 2 (-4); WIS: 8 (-1); CHA: 5 (-3); SENSES: Standard, passive Perception 9; CR 1/8

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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CAPTAIN OTHELSTAN

Medium humanoid (human) (source: Tyranny of Dragons), Lawful evil

AC: 19 (splint, shield); HP: 93 (11d10+33); SPD: 30 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 16 (+3); INT: 13 (+1); WIS: 14 (+2); CHA: 12 (+1); SAVES: Str +7, Con +6; SKILLS: Athletics +7, Intimidation +7, Perception +5, Religion +4; SENSES: Standard, passive Perception 15; LANG: Common, Draconic, Giant; CR 5

TRAITS

Action Surge (Recharges on a Short or Long Rest): On his turn, Othelstan can take one additional action.

Tiamat’s Blessing of Retribution: When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.

ACTIONS

Multiattack: Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.

Flail: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6+4) piercing damage.

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CARRION CRAWLER

Large monstrosity, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 51 (6d10+18); SPD: 30 ft., climb 30 ft.; STR: 14 (+2); DEX: 13 (+1); CON: 16 (+3); INT: 1 (-5); WIS: 12 (+1); CHA: 5 (-3); SKILLS: Perception +3; SENSES: darkvision 60 ft., passive Perception 13; CR 2

TRAITS

Keen Smell: The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb: The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack: The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles: Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

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CAT

Tiny beast, Unaligned (source: Monster Manual)

AC: 12; HP: 2 (1d4); SPD: 40 ft., climb 30 ft.; STR: 3 (-4); DEX: 15 (+2); CON: 10 (+0); INT: 3 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +4; SENSES: Standard, passive Perception 13; CR 0

TRAITS

Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

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CATOBLEPAS

Large monstrosity (source: Volo’s Guide), Unaligned

AC: 14 (natural armor); HP: 84 (8d10+40); SPD: 30 ft.; STR: 19 (+4); DEX: 12 (+1); CON: 21 (+5); INT: 3 (-4); WIS: 14 (+2); CHA: 8 (-1); SENSES: darkvision 60 ft., passive Perception 12; CR 5

TRAITS

Keen Smell: The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.

Stench: Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.

ACTIONS

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas’s next turn.

Death Ray (Recharge 5-6): The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.

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CAVE BEAR

Large beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 42 (5d10+15); SPD: 40 ft., swim 30 ft.; STR: 20 (+5); DEX: 10 (+0); CON: 16 (+3); INT: 2 (-4); WIS: 13 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: darkvision 60 ft., passive Perception 13; CR 2

TRAITS

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

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CAVE FISHER

Medium monstrosity (source: Volo’s Guide), Unaligned

AC: 16 (natural armor); HP: 58 (9d8+18); SPD: 20 ft., climb 20 ft.; STR: 16 (+3); DEX: 13 (+1); CON: 14 (+2); INT: 3 (-4); WIS: 10 (+0); CHA: 3 (-4); SKILLS: Perception +2, Stealth +5; SENSES: blindsight 60 ft., passive Perception 12; CR 3

TRAITS

Adhesive Filament: The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn

Flammable Blood: If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.

Spider Climb: The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack: The cave fisher makes two attacks with its claws.

Claw: Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.

Filament: One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.

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CENTAUR

Large monstrosity, Neutral Good (source: Monster Manual)

AC: 12; HP: 45 (6d10+12); SPD: 50 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 14 (+2); INT: 9 (-1); WIS: 13 (+1); CHA: 11 (+0); SKILLS: Athletics +6, Perception +3, Survival +3; SENSES: Standard, passive Perception 13; LANG: Elvish, Sylvan; CR 2

TRAITS

Charge: If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

ACTIONS

Multiattack: The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.

Pike: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage.

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

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CHAIN DEVIL

Medium fiend (devil), Lawful Evil (source: Monster Manual)

AC: 16 (natural armor); HP: 85 (10d8+40); SPD: 30 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 18 (+4); INT: 11 (+0); WIS: 12 (+1); CHA: 14 (+2); SAVES: Con +7, Wis +4, Cha +5; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 8; LANG: Infernal, telepathy 120 ft.; CR 11

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes two attacks with its chains.

Chain: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Animate Chains (Recharges after a Short or Long Rest): Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

REACTIONS

Unnerving Mask: When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

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CHAMBERLAIN OF ZUGGTMOY

Large plant (source: Out of the Abyss), Chaotic Evil

AC: 13 (natural armor); HP: 45 (6d10+12); SPD: 20 ft.; STR: 17 (+3); DEX: 7 (-2); CON: 14 (+2); INT: 11 (+0); WIS: 8 (-1); CHA: 12 (+1); DMG RESIST: bludgeoning, piercing; SENSES: darkvision 60 ft., passive Perception 9; LANG: Abywssal, Undercommon; CR 2

TRAITS

Mushroom Portal: The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.

Poison Spores: Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

ACTIONS

Hallucination Spores: The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Multiattack: The chamberlain makes two slam attacks.

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

Infestation Spores (1/Day): The chanberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual).

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CHAMPION

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 18 (plate); HP: 143 (22d8+44); SPD: 30 ft.; STR: 20 (+5); DEX: 15 (+2); CON: 14 (+2); INT: 10 (+0); WIS: 14 (+2); CHA: 12 (+1); SAVES: Str +9, Con +6; SKILLS: Athletics +9, Intimidation +5, Perception +6; SENSES: Standard, passive Perception 16; LANG: any one language (usually Common); CR 9

TRAITS

Indomitable (2/Day): The champion rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest): As a bonus action, the champion can regain 20 hit points.

ACTIONS

Multiattack: The champion makes three attacks with its greatsword or its light crossbow.

Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

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CHASME

Large fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 84 (13d10+13); SPD: 20 ft., fly 60 ft.; STR: 15 (+2); DEX: 15 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 14 (+2); CHA: 10 (+0); SAVES: Dex +5, Wis +5; SKILLS: Perception +5; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 10 ft., darkvision 120 ft., passive Perception 15; LANG: Abyssal, telepathy 120 ft.; CR 6

TRAITS

Drone: The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can’t hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature’s saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours .

Magic Resistance: The chasme has advantage on saving throws against spells and other magical effects.

Spider Climb: The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Proboscis: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage plus 24 (7d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration .

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A chasme has a 30 percent chance of summoning one chasme.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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CHIMERA

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 14 (natural armor); HP: 114 (12d10+48); SPD: 30 ft., fly 60 ft.; STR: 19 (+4); DEX: 11 (+0); CON: 19 (+4); INT: 3 (-4); WIS: 14 (+2); CHA: 10 (+0); SKILLS: Perception +8; SENSES: darkvision 60 ft., passive Perception 18; LANG: understands Draconic but can’t speak; CR 6

ACTIONS

Multiattack: The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

Horns: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Fire Breath (Recharge 5-6): The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.

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CHITINE

Small monstrosity, Volo’s Guide (source: Volo’s Guide), Chaotic Evil

AC: 14 (hide armor); HP: 18 (4d6+4); SPD: 30 ft., climb 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Athletics +4, Stealth +4; SENSES: darkvision 60 ft., passive Perception 10; LANG: Undercommon; CR 1/2

TRAITS

Fey Ancestry: The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.

Sunlight Sensitivity: While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense: While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.

Web Walker: The chitine ignores movement restrictions caused by webbing.

ACTIONS

Multiattack: The chitine makes three attacks with its daggers.

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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CHOLDRITH

Medium monstrosity (source: Volo’s Guide), Chaotic Evil

AC: 15 (studded leather armor); HP: 15 (12d8+12); SPD: 30 ft., climb 30 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 12 (+1); INT: 11 (+0); WIS: 14 (+2); CHA: 10 (+0); SKILLS: Athletics +5, Religion +2, Stealth +5; SENSES: darkvision 60 ft., passive Perception 12; LANG: Undercommon; CR 3

TRAITS

Fey Ancestry: The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep.

Spellcasting: The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:

* Cantrips (at will): guidance, mending, resistance, thaumaturgy
* 1st level (4 slots): bane, healing word, sanctuary, shield of faith
* 2nd level (3 slots): hold person, spiritual weapon (dagger)

Spider Climb: The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity: While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense: While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.

Web Walker: The choldrith ignores movement restrictions caused by webbing.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage.

Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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CHUUL

Large aberration, Chaotic Evil (source: Monster Manual)

AC: 16 (natural armor); HP: 93 (11d10+33); SPD: 30 ft., swim 30 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 16 (+3); INT: 5 (-3); WIS: 11 (+0); CHA: 5 (-3); SKILLS: Perception +4; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 14; LANG: understands Deep Speech but can’t speak; CR 4

TRAITS

Amphibious: The chuul can breathe air and water.

Sense Magic: The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

ACTIONS

Multiattack: The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.

Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.

Tentacles: One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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CHUUL SPORE SERVANT

Large plant (source: Out of the Abyss), Unaligned

AC: 16 (natural armor); HP: 93 (11d10+33); SPD: 30 ft., swim 30 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 16 (+3); INT: 2 (-4); WIS: 6 (-2); CHA: 1 (-5); DMG IMMUNE: poison; COND IMMUNE: blinded, charmed, frightened, paralyzed, poisoned; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 8; LANG: -; CR 4

ACTIONS

Multiattack: The spore servant makes two pincer attacks.

Pincer: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn’t have two other creatures grappled.

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CLAY GOLEM

Large construct, Unaligned (source: Monster Manual)

AC: 14 (natural armor); HP: 133 (14d10+56); SPD: 20 ft.; STR: 20 (+5); DEX: 9 (-1); CON: 18 (+4); INT: 3 (-4); WIS: 8 (-1); CHA: 1 (-5); DMG IMMUNE: acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, petrified, poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands the languages of its creator but can’t speak; CR 9

TRAITS

Acid Absorption: Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Berserk: Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Immutable Form: The golem is immune to any spell or effect that would alter its form.

Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons: The golem’s weapon attacks are magical.

ACTIONS

Multiattack: The golem makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Haste (Recharge 5-6): Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

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CLOAKER

Large aberration, Chaotic Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 78 (12d10+12); SPD: 10 ft., fly 40 ft.; STR: 17 (+3); DEX: 15 (+2); CON: 12 (+1); INT: 13 (+1); WIS: 12 (+1); CHA: 14 (+2); SKILLS: Stealth +5; SENSES: darkvision 60 ft., passive Perception 11; LANG: Deep Speech, Undercommon; CR 8

TRAITS

Damage Transfer: While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.

False Appearance: While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.

Light Sensitivity: While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The cloaker makes two attacks: one with its bite and one with its tail.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.

Tail: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage.

Moan: Each creature within 60 feet of the cloaker that can hear its moan and that isn’t an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker’s next turn. If a creature’s saving throw is successful, the creature is immune to the cloaker’s moan for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest): The cloaker magically creates three illusory duplicates of itself if it isn’t in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.

Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can’t see or if it relies on senses other than sight.

A duplicate has the cloaker’s AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

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CLOUD GIANT

Huge giant, Neutral Good (source: Monster Manual) (50%) or neutral evil (50%)

AC: 14 (natural armor); HP: 200 (16d12+96); SPD: 40 ft.; STR: 27 (+8); DEX: 10 (+0); CON: 22 (+6); INT: 12 (+1); WIS: 16 (+3); CHA: 16 (+3); SAVES: Con +10, Wis +7, Cha +7; SKILLS: Insight +7, Perception +7; SENSES: Standard, passive Perception 17; LANG: Common, Giant; CR 9

TRAITS

Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting: The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

ACTIONS

Fling: The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant’s choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.

Wind Aura: A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Multiattack: The giant makes two morningstar attacks.

Morningstar: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.

Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

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CLOUD GIANT SMILING ONE

Huge giant (cloud giant) (source: Volo’s Guide), Chaotic Neutral

AC: 15 (natural armor); HP: 262 (21d12+128); SPD: 40 ft.; STR: 26 (+8); DEX: 12 (+1); CON: 22 (+6); INT: 15 (+2); WIS: 16 (+3); CHA: 17 (+3); SAVES: Con +10, Int +6, Wis +7; SKILLS: Deception +11, Insight +7, Perception +7, Sleight of Hand +9; SENSES: Standard, passive Perception 17; LANG: Common, Giant; CR 11

TRAITS

Innate Spellcasting: The giant’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: featherfall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

Spellcasting: The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, vicious mockery

1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s hideous laughter

2nd level (3 slots): invisibility, suggestion

3rd level (2 slots): major image, tongues

Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack: The giant makes two attacks with its morningstar.

Morningstar: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.

Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.

Change Shape: The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.

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COCKATRICE

Small monstrosity, Unaligned (source: Monster Manual)

AC: 11; HP: 27 (6d6+6); SPD: 20 ft., fly 40 ft.; STR: 6 (-2); DEX: 12 (+1); CON: 12 (+1); INT: 2 (-4); WIS: 13 (+1); CHA: 5 (-3); SENSES: darkvision 60 ft., passive Perception 11; CR 1/2

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

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COMMONER

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 10; HP: 4 (1d8); SPD: 30 ft.; STR: 10 (+0); DEX: 10 (+0); CON: 10 (+0); INT: 10 (+0); WIS: 10 (+0); CHA: 10 (+0); SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 0

ACTIONS

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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CONJURER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 40 (9d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +6, Wis +4; SKILLS: Arcana +6, History +6; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 6

TRAITS

Spellcasting: The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation

1st level (4 slots): mage armor, magic missile, unseen servant*

2nd level (3 slots): cloud of daggers*, misty step*, web*

3rd level (3 slots): fireball, stinking cloud*

4th level (3 slots): Evard’s black tentacles*, stoneskin

5th level (2 slots): cloudkill*, conjure elemental*

*Conjuration spell of 1st level or higher

Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher): As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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CONSTRICTOR SNAKE

Large beast, Unaligned (source: Monster Manual)

AC: 12; HP: 13 (2d10+2); SPD: 30 ft., swim 30 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 12 (+1); INT: 1 (-5); WIS: 10 (+0); CHA: 3 (-4); SENSES: blindsight 10 ft., passive Perception 10; CR 1/4

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

Constrict: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

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COPPER DRAGON WYRMLING

Medium dragon, Chaotic Good (source: Monster Manual)

AC: 16 (natural armor); HP: 22 (4d8+4); SPD: 30 ft., climb 30 ft., fly 60 ft.; STR: 15 (+2); DEX: 12 (+1); CON: 13 (+1); INT: 14 (+2); WIS: 11 (+0); CHA: 13 (+1); SAVES: Dex +3, Con +3, Wis +2, Cha +3; SKILLS: Perception +4, Stealth +3; DMG IMMUNE: acid; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 1

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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COUATL

Medium celestial, Lawful Good (source: Monster Manual)

AC: 19 (natural armor); HP: 97 (13d8+39); SPD: 30 ft., fly 90 ft.; STR: 16 (+3); DEX: 20 (+5); CON: 17 (+3); INT: 18 (+4); WIS: 20 (+5); CHA: 18 (+4); SAVES: Con +5, Wis +7, Cha +6; DMG RESIST: radiant; DMG IMMUNE: psychic, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: truesight 120 ft., passive Perception 15; LANG: all, telepathy 120 ft.; CR 4

TRAITS

Innate Spellcasting: The couatl’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, detect thoughts

3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

1/day each: dream, greater restoration, scrying

Magic Weapons: The couatl’s weapon attacks are magical.

Shielded Mind: The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

ACTIONS

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Constrict: Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can’t constrict another target.

Change Shape: The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl’s choice).

In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.

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COW

Large beast (source: Volo’s Guide), Unaligned

AC: 10; HP: 15 (2d10+4); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: Standard, passive Perception 10; CR 1/4

TRAITS

Charge: If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

ACTIONS

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

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CRAB

Tiny beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 2 (1d4); SPD: 20 ft., swim 20 ft.; STR: 2 (-4); DEX: 11 (+0); CON: 10 (+0); INT: 1 (-5); WIS: 8 (-1); CHA: 2 (-4); SKILLS: Stealth +2; SENSES: blindsight 30 ft., passive Perception 9; CR 0

TRAITS

Amphibious: The crab can breathe air and water.

ACTIONS

Claw: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

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CRAG CAT

Large beast, (source: Storm Kings Thunder), Unaligned

AC: 13; HP: 34 (4d10+12); SPD: 40 ft.; STR: 16 (+3); DEX: 17 (+3); CON: 16 (+3); INT: 4 (-3); WIS: 14 (+2); CHA: 8 (-1); SKILLS: Stealth +7; SKILLS: Perception +4; SENSES: darkvision 60 ft., passive Perception 14; LANG: –; CR 1

TRAITS

Nondetection: The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors.

Pounce: If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.

Spell Turning: The cat has advantage on saving throws against any spell that tagets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead tagets the caster.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

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CRANIUM RAT

Tiny beast (source: Volo’s Guide), Lawful evil

AC: 12; HP: 2 (1d4); SPD: 30 ft.; STR: 2 (-4); DEX: 14 (+2); CON: 10 (+0); INT: 4 (-3); WIS: 11 (+0); CHA: 8 (-1); SENSES: darkvision 30 ft., passive Perception 10; LANG: telepathy 30 ft.; CR 0

TRAITS

Illumination: As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.

Telepathic Shroud: The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as i to all divination spells.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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CRAWLING CLAW

Tiny undead, Neutral Evil (source: Monster Manual)

AC: 12; HP: 2 (1d4); SPD: 20 ft., climb 20 ft.; STR: 13 (+1); DEX: 14 (+2); CON: 11 (+0); INT: 5 (-3); WIS: 10 (+0); CHA: 4 (-3); DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 10; LANG: understands Common but can’t speak; CR 0

TRAITS

Turn Immunity: The claw is immune to effects that turn undead.

ACTIONS

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw’s choice) .

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CROCODILE

Large beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 19 (3d10+3); SPD: 20 ft., swim 20 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Stealth +2; SENSES: Standard, passive Perception 10; CR 1/2

TRAITS

Hold Breath: The crocodile can hold its breath for 15 minutes.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

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CRUSHING WAVE PRIEST

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 13 (chain shirt); HP: 52 (8d8+16); SPD: 30 ft.; STR: 15 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 16 (+3); SKILLS: Deception +5, Religion +2, Stealth +2; SENSES: Standard, passive Perception 10; LANG: Aquan, Common; CR 2

TRAITS

Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
* 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield
* 2nd level (3 slots): blur, hold person
* 3rd level (2 slots): sleet storm

ACTIONS

Quarterstaff: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.

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CRUSHING WAVE REAVER

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 14 (shield); HP: 22 (4d8+4); SPD: 30 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 13 (+1); INT: 10 (+0); WIS: 11 (+0); CHA: 8 (-1); SKILLS: Athletics +4, Stealth +4; SENSES: Standard, passive Perception 10; LANG: Common; CR 1/2

ACTIONS

Sharktoothed Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

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CULT FANATIC

Medium humanoid (any race) (source: Monster Manual), any non-good alignment

AC: 13 (leather armor); HP: 22 (6d8+6); SPD: 30 ft.; STR: 11 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 13 (+1); CHA: 14 (+2); SKILLS: Deception +4, Persuasion +4, Religion +2; SENSES: Standard, passive Perception 11; LANG: any one language (usually Common); CR 2

TRAITS

Dark Devotion: The fanatic has advantage on saving throws against being charmed or frightened.

Spellcasting: The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (4 slots): command, inflict wounds, shield of faith
* 2nd level (3 slots): hold person, spiritual weapon

ACTIONS

Multiattack: The fanatic makes two melee attacks.

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage.

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CULTIST

Medium humanoid (any race) (source: Monster Manual), any non-good alignment

AC: 12 (leather armor); HP: 9 (2d8); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 10 (+0); INT: 10 (+0); WIS: 11 (+0); CHA: 10 (+0); SKILLS: Deception +2, Religion +2; SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 1/8

TRAITS

Dark Devotion: The cultist has advantage on saving throws against being charmed or frightened.

ACTIONS

Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage.

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CYCLOPS

Huge giant, Chaotic Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 138 (12d12+60); SPD: 30 ft.; STR: 22 (+6); DEX: 11 (+0); CON: 20 (+5); INT: 8 (-1); WIS: 6 (-2); CHA: 10 (+0); SENSES: Standard, passive Perception 8; LANG: Giant; CR 6

TRAITS

Poor Depth Perception: The cyclops has disadvantage on any attack roll against a target more than 30 ft. away.

ACTIONS

Multiattack: The cyclops makes two greatclub attacks.

Greatclub: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Rock: Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

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DAO

Large elemental, Neutral Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 187 (15d10+105); SPD: 30 ft., burrow 30 ft., fly 30 ft.; STR: 23 (+6); DEX: 12 (+1); CON: 24 (+7); INT: 12 (+1); WIS: 13 (+1); CHA: 14 (+2); SAVES: Int +5, Wis +5, Cha +6; COND IMMUNE: petrified; SENSES: darkvision 120 ft., passive Perception 11; LANG: Terran; CR 11

TRAITS

Earth Glide: The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.

Elemental Demise: If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.

Innate Spellcasting: The dao’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, stone shape

3/day each: passwall, move earth, tongues

1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone

Sure-Footed: The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Variant: Genie Powers: Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.

ACTIONS

Multiattack: The Dao makes two fist attacks or two maul attacks.

Fist: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.

Maul: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.

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DARATHRA SHENDREL

Medium humanoid (Illuskan humanoid), (source: Storm Kings Thunder), lawfull good

AC: 14 (breastplate); HP: 52 (8d8+16); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 11 (+0); CHA: 15 (+2); SKILLS: History +2, Intimidation +4, Investigation +2, Perception +2, Presuasion +4; SENSES: Standard, passive Perception 12; LANG: Common; CR 0

TRAITS

Brave: Darathra has advantage on saving throws against being frightened

ACTIONS

Multiattack: Darthra makes two melee attacks.

Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts.

Roleplaying Information: As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.

Ideal: “Good people should be given every chance to prosper, free of tyranny.”

Bond: “I’ll lay down my life to protect Triboar and its citizens.”

Flaw: “I refuse to back down. Push me, and I’ll push back.”

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DARK TIDE KNIGHT

Medium humanoid (human), Lawful Evil (source: Elemental Evil)

AC: 13; HP: 58 (9d8+18); SPD: 30 ft.; STR: 17 (+3); DEX: 16 (+3); CON: 14 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 11 (+0); SKILLS: Athletics +7, Stealth +7; SENSES: Standard, passive Perception 10; LANG: Common; CR 3

TRAITS

Bonded Mount: The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.

Sneak Attack: The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn’t incapacitated and the knight doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack: The knight makes two shortsword attacks.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Lance: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.

REACTIONS

Uncanny Dodge: When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.

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DARKLING

Small fey, Volo’s Guide (source: Volo’s Guide), Chaotic Neutral

AC: 14 (leather armor); HP: 13 (3d6+3); SPD: 30 ft.; STR: 9 (-1); DEX: 16 (+3); CON: 112; INT: 10 (+0); WIS: 12 (+1); CHA: 10 (+0); SKILLS: Acrobatics +5, Deception +2, Perception +5, Stealth +7; SENSES: blindsight 30 ft., darkvision 120 ft., passive Perception 15; LANG: Elvish, Sylvan; CR 1/2

TRAITS

Death Flash: When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.

Light Sensitivity: While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.

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DARKLING ELDER

Medium fey (source: Volo’s Guide), Chaotic Neutral

AC: 15 (studded leather armor); HP: 27 (5d8+5); SPD: 30 ft.; STR: 13 (+1); DEX: 17 (+3); CON: 12 (+1); INT: 10 (+0); WIS: 14 (+2); CHA: 13 (+1); SKILLS: Acrobatics +5, Deception +3, Perception +6, Stealth +7; SENSES: blindsight 30 ft., darkvision 120 ft., passive Perception 16; LANG: Elvish, Sylvan; CR 2

TRAITS

Death Burn: When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.

ACTIONS

Multiattack: The darkling elder makes two melee attacks.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.

Darkness (Recharges after a Short or Long Rest): The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.

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DARKMANTLE

Small monstrosity, Unaligned (source: Monster Manual)

AC: 11; HP: 22 (5d6+5); SPD: 10 ft., fly 30 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Stealth +3; SENSES: blindsight 60 ft., passive Perception 10; CR 1/2

TRAITS

Echolocation: The darkmantle can’t use its blindsight while deafened.

False Appearance: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

ACTIONS

Crush: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.

A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

ACTIONS

Darkness Aura (1/day): A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

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DARZ HELGAR

Medium humanoid (Illuskan human), (source: Storm Kings Thunder), Neutral

AC: 12; HP: 27(5d8+5); SPD: 30 ft.; STR: 15 (+2); DEX: 15 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 11 (+0); CHA: 11 (+0); SKILLS: Intimidation +2, Sleight of Hand +4, Stealth +4; SENSES: Standard, passive Perception 10; LANG: Common; CR 0

TRAITS

Sneak Attack (1/turn): Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn’t incapacitated and Darz doesn’t have disadvantage on the attack roll.

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) piercing damage. Darz carries twenty sling stones.

Roleplaying Information: In his youth, Darz was a member of the Xanathar Thieves’ Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.

Ideal: “You csan run from your past, but you can’t hide from it.”

Bond: “I’ve made a new life in Triboar. I’m not gonna run away this time. ”

Flaw: “I have no regrets. I do whatever it takes to survive.”

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DEATH DOG

Medium monstrosity, Neutral Evil (source: Monster Manual)

AC: 12; HP: 39 (6d8+12); SPD: 40 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 14 (+2); INT: 3 (-4); WIS: 13 (+1); CHA: 6 (-2); SKILLS: Perception +5, Stealth +4; SENSES: darkvision 120 ft., passive Perception 15; CR 1

TRAITS

Two-Headed: The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

ACTIONS

Multiattack: The dog makes two bite attacks.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

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DEATH KISS

Large aberration (source: Volo’s Guide), Neutral Evil

AC: 16 (natural armor); HP: 161 (17d10+68); SPD: 0 ft., fly 30 ft. (hover); STR: 18 (+4); DEX: 14 (+2); CON: 18 (+4); INT: 10 (+0); WIS: 12 (+1); CHA: 10 (+0); SAVES: Con +8, Wis +5; SKILLS: Perception +5; DMG IMMUNE: lightning; COND IMMUNE: prone; SENSES: darkvision 120 ft., passive Perception 15; LANG: Deep Speech, Undercommon; CR 10

TRAITS

Lightning Blood: A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

ACTIONS

Multiattack: The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature

Tentacle: Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can’t use the same tentacle on another target. The death kiss has ten tentacles.

Blood Drain: One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.

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DEATH KNIGHT

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 20 (plate, shield); HP: 180 (19d8+95); SPD: 30 ft.; STR: 20 (+5); DEX: 11 (+0); CON: 20 (+5); INT: 12 (+1); WIS: 16 (+3); CHA: 18 (+4); SAVES: Dex +6, Wis +9, Cha +10; DMG IMMUNE: necrotic, poison; COND IMMUNE: exhaustion, frightened, poisoned; SENSES: darkvision 120 ft., passive Perception 13; LANG: Abyssal, Common; CR 17

TRAITS

Undead Nature: A death knight doesn’t require air, food, drink, or sleep.

Magic Resistance: The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead: Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Spellcasting: The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
* 1st level (4 slots): command, compelled duel, searing smite
* 2nd level (3 slots): hold person, magic weapon
* 3rd level (3 slots): dispel magic, elemental weapon
* 4th level (3 slots): banishment, staggering smite
* 5th level (2 slots): destructive wave (necrotic)

ACTIONS

Multiattack: The death knight makes three longsword attacks.

Longsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/day): The death knight hurls a magical ball of fire 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 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

REACTIONS

Parry: The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.SPELLS – command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave

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DEATH SLAAD

Medium aberration (shapechanger), Chaotic Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 170 (20d8+80); SPD: 30 ft.; STR: 20 (+5); DEX: 15 (+2); CON: 19 (+4); INT: 15 (+2); WIS: 10 (+0); CHA: 16 (+3); SKILLS: Arcana +6, Perception +8; DMG RESIST: acid, cold, fire, lightning, thunder; SENSES: blindsight 60 ft., darkvision 60 ft., passive Perception 18; LANG: Slaad, telepathy 60 ft.; CR 10

TRAITS

Shapechanger: The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Innate Spellcasting: The slaad’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image

2/day each: fear, fireball, fly, tongues

1/day each: cloudkill, plane shift

Magic Resistance: The slaad has advantage on saving throws against spells and other magical effects

Magic Weapons: The slaad’s weapon attacks are magical.

Regeneration: The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem: Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

ACTIONS

Multiattack: The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 7 (2d6) necrotic damage.

Claws (Slaad Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) necrotic damage.

Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) necrotic damage.

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DEATH TYRANT

Large undead, Lawful Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 187 (25d10+50); SPD: 0 ft., fly 20 ft. (hover); STR: 10 (+0); DEX: 14 (+2); CON: 14 (+2); INT: 19 (+4); WIS: 15 (+2); CHA: 19 (+4); SAVES: Str +5, Con +7, Int +9, Wis +7, Cha +9; SKILLS: Perception +12; DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, paralyzed, petrified, poisoned, prone; SENSES: darkvision 120 ft., passive Perception 22; LANG: Deep Speech, Undercommon; CR 14

TRAITS

Negative Energy Cone: The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays: The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it:

1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of the death tyrant’s next turn or until the death tyrant is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

LEGENDARY ACTION: Eye Ray: The death tyrant uses one random eye ray.

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DEEP GNOME (SVIRFNEBLIN)

Small humanoid (gnome), Neutral Good (source: Monster Manual)

AC: 15 (chain shirt); HP: 16 (3d6+6); SPD: 20 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 9 (-1); SKILLS: Investigation +3, Perception +2, Stealth +4; SENSES: darkvision 120 ft., passive Perception 12; LANG: Gnomish, Terran, Undercommon; CR 1/2

TRAITS

Stone Camouflage: The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning: The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting: The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

ACTIONS

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Poisoned Dart: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

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DEEP ROTHÉ

Medium beast (source: Volo’s Guide), Unaligned

AC: 10; HP: 13 (2d8+4); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: darkvision 60 ft., passive Perception 10; CR 1/4

TRAITS

Charge: If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Innate Spellcasting: The deep rothé’s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.

ACTIONS

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

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DEEP SCION

Medium humanoid (shapechanger) (source: Volo’s Guide), Neutral Evil

AC: 11; HP: 67 (9d8+27); SPD: 30 ft. (20 ft. and swim 40 ft. in hybrid form); STR: 18 (+4); DEX: 13 (+1); CON: 16 (+3); INT: 10 (+0); WIS: 12 (+1); CHA: 14 (+2); SAVES: Wis +3, Cha +4; SKILLS: Deception +6, Insight +3, Sleight of Hand +3, Stealth +3; SENSES: darkvision 120 ft., passive Perception 11; LANG: Aquan, Common, thieves’ cant; CR 3

TRAITS

Shapechanger: The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.

Amphibious (Hybrid Form Only): The deep scion can breathe air and water.

ACTIONS

Multiattack: In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.

Battleaxe (Humanoid Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

Bite (Hybrid Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage.

Claw (Hybrid Form Only): Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.

Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest): The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.

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DEER

Medium beast, Unaligned (source: Monster Manual)

AC: 13; HP: 4 (1d8); SPD: 50 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 11 (+0); INT: 2 (-4); WIS: 14 (+2); CHA: 5 (-3); SENSES: Standard, passive Perception 12; CR 0

ACTIONS

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

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DEINONYCHUS

Medium beast (source: Volo’s Guide), Unaligned

AC: 13 (natural armor); HP: 26 (4d8+8); SPD: 40 ft.; STR: 15 (+2); DEX: 15 (+2); CON: 14 (+2); INT: 4 (-3); WIS: 12 (+1); CHA: 6 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 1

TRAITS

Pounce: If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

ACTIONS

Multiattack: The deinonychus makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

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DEMILICH

Tiny undead, Neutral Evil (source: Monster Manual)

AC: 20 (natural armor); HP: 80 (20d4); SPD: 0 ft., fly 30 ft. (hover); STR: 1 (-5); DEX: 20 (+5); CON: 10 (+0); INT: 20 (+5); WIS: 17 (+3); CHA: 20 (+5); SAVES: Con +6, Int +11, Wis +9, Cha +11; DMG RESIST: bludgeoning, piercing, and slashing from magic weapons; DMG IMMUNE: necrotic, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned; SENSES: truesight 120 ft., passive Perception 13; CR 18

TRAITS

Avoidance: If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day): If the demilich fails a saving throw, it can choose to succeed instead.

Turn Immunity: The demilich is immune to effects that turn undead.

ACTIONS

Howl (Recharge 5-6): The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain: The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

LEGENDARY ACTION: Flight: The demilich flies up to half its flying speed.

LEGENDARY ACTION: Cloud of Dust: The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.

LEGENDARY ACTION: Energy Drain (Costs 2 Actions): Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.

LEGENDARY ACTION: Vile Curse (Costs 3 Actions): The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

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DEMOGORGON

Huge fiend (demon) (source: Out of the Abyss), Chaotic Evil

AC: 22 (natural armor); HP: 496 (34d12+272); SPD: 50 ft., swim 50 ft.; STR: 29 (+9); DEX: 14 (+2); CON: 26 (+8); INT: 20 (+5); WIS: 17 (+3); CHA: 25 (+7); SAVES: Dex +10, Con +16, Wis +11, Cha +15; SKILLS: Insight +11, Perception +19; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; bludgeoning, piercing, and slashing that is nonmagical; COND IMMUNE: charmed, exhaustion, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 21; LANG: all, telepathy 120 ft.; CR 26

TRAITS

Innate Spellcasting: Demogorgon’s spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:

At will: detect magic, major image

3/day each: dispel magic, fear, telekinesis

1/day each: feeblemind, project image

Legendary Resistance (3/Day): If Demogorgon fails a saving throw, he can choose to succeed instead.

Magic Resistance: Demogorgon has advantage on saving throws against spell and other magic effects.

Magic Weapon: Demogorgon’s weapon attacks are magical

Two Heads: Demogorgon has advantage on saving throws against being blinded, defened, stunned, and knocked unconscious.

ACTIONS

Multiattack: Demogorgon makes two tentacle attacks.

Tentacle: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Gaze: Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.

If the target fails the save, the target suffers one of the following effects of Demogorgon’s choice or at random:

1. Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.

2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can’t use his Maddening Gaze legendary action until the start of his next turn.

3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.

LEGENDARY ACTIONS

Demogorgon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creautre’s turn. Demogorgon regains spent LEGENDARY ACTION: at the start of his turn.

LEGENDARY ACTION: Tail: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage plus 22 (4d10) necrotic damage.

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DERRO

Small humanoid (derro) (source: Out of the Abyss), Chaotic Evil

AC: 13 (leather armor); HP: 13 (3d6+3); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 5 (-3); CHA: 9 (-1); SKILLS: Stealth +4; SENSES: darkvision 120 ft., passive Perception 7; LANG: Dwarvish, Undercommon; CR 1/4

TRAITS

Insanity: The derro has advantage on saving throws against being charmed or frightened.

Magic Resistance: The derro has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity: While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Hooked Shortspear: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow: Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.

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DERRO SAVANT

Small humanoid (derro) (source: Out of the Abyss), Chaotic Evil

AC: 13 (leather armor); HP: 49 (11d6+11); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 5 (-3); CHA: 14 (+2); SKILLS: Stealth +4; SENSES: darkvision 120 ft., passive Perception 7; LANG: Dwarvish, Undercommon; CR 3

TRAITS

Insanity: The derro has advantage on saving throws against being charmed or frightened.

Magic Resistance: The derro has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity: While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting: The derro is a 5th-level spellcaster. It’s spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, message, ray of frost

1st level (4 slots): burning hands, chromatic orb, sleep

2nd level (3 slots): invisibility, spider climb

3rd level (2 slots): blink, lightning bolt

ACTIONS

Hooked Shortspear: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow: Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.

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DEVA

Medium celestial, Lawful Good (source: Monster Manual)

AC: 17 (natural armor); HP: 136 (16d8+64); SPD: 30 ft., fly 90 ft.; STR: 18 (+4); DEX: 18 (+4); CON: 18 (+4); INT: 17 (+3); WIS: 20 (+5); CHA: 20 (+5); SAVES: Wis +9, Cha +9; SKILLS: Insight +9, Perception +9; DMG RESIST: radiant, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, exhaustion, frightened; SENSES: darkvision 120 ft., passive Perception 19; LANG: all, telepathy 120 ft.; CR 10

TRAITS

Angelic Weapons: The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting: The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will: detect evil and good

1/day each: commune, raise dead

Magic Resistance: The deva has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The deva makes two melee attacks.

Mace: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day): The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape: The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

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DEVOURER

Large fiend (source: Volo’s Guide), Chaotic Evil

AC: 16 (natural armor); HP: 178 (17d10+85); SPD: 30 ft.; STR: 20 (+5); DEX: 12 (+1); CON: 20 (+5); INT: 13 (+1); WIS: 10 (+0); CHA: 16 (+3); DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: Abyssal, telepathy 120 ft.; CR 13

ACTIONS

Multiattack: The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.

Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage.

Imprison Soul: The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

Soul Rend (Recharge 6): The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.

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DIMETRODON

Medium beast (source: Volo’s Guide), Unaligned

AC: 12 (natural armor); HP: 19 (3d8+6); SPD: 30 ft., swim 20 ft.; STR: 14 (+2); DEX: 10 (+0); CON: 15 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Perception +2; SENSES: Standard, passive Perception 12; CR 1/4

TRAITS

Source: Volo’s Guide to Monsters, p. 139

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.

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DIRE WOLF

Large beast, Unaligned (source: Monster Manual)

AC: 14 (natural armor); HP: 37 (5d10+10); SPD: 50 ft.; STR: 17 (+3); DEX: 15 (+2); CON: 15 (+2); INT: 3 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +4; SENSES: Standard, passive Perception 13; CR 1

TRAITS

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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DISPLACER BEAST

Large monstrosity, Lawful Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 85 (10d10+30); SPD: 40 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 6 (-2); WIS: 12 (+1); CHA: 8 (-1); SENSES: darkvision 60 ft., passive Perception 11; CR 3

TRAITS

Avoidance: If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .

Displacement: The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

ACTIONS

Multiattack: The displacer beast makes two attacks with its tentacles.

Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.

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DIVINER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 67 (15d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 18 (+4); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +7, Wis +4; SKILLS: Arcana +7, History +7; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 8

TRAITS

Spellcasting: The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, message, true strike

1st level (4 slots): detect magic*, feather fall, mage armor

2nd level (3 slots): detect thoughts*, locate object*, scorching ray

3rd level (3 slots): clairvoyance*, fly, fireball

4th level (3 slots): arcane eye*, ice storm, stoneskin

5th level (2 slots): Rary’s telepathic bond*, seeming*

6th level (1 slot): mass suggestion, true seeing*

7th level (1 slot): delayed blast fireball, teleport

8th level (1 slot): maze

* Divination spell of 1st level or higher

Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher): When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

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DJINNI

Large elemental, Chaotic Good (source: Monster Manual)

AC: 17 (natural armor); HP: 161 (14d10+84); SPD: 30 ft., fly 90 ft.; STR: 21 (+5); DEX: 15 (+2); CON: 22 (+6); INT: 15 (+2); WIS: 16 (+3); CHA: 20 (+5); SAVES: Dex +6, Wis +7, Cha +9; DMG IMMUNE: lightning, thunder; SENSES: darkvision 120 ft., passive Perception 13; LANG: Auran; CR 11

TRAITS

Elemental Demise: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting: The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk

1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Variant: Genie Powers: Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.

ACTIONS

Multiattack: The djinni makes three scimitar attacks.

Scimitar: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).

Create Whirlwind: A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

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DOLPHIN

Medium beast (source: Volo’s Guide), Unaligned

AC: 12 (natural armor); HP: 11 (2d8+2); SPD: 0 ft., swim 60 ft.; STR: 14 (+2); DEX: 13 (+1); CON: 13 (+1); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: blindsight 60 ft., passive Perception 13; CR 1/8

TRAITS

Charge: If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.

Hold Breath: The dolphin can hold its breath for 20 minutes.

ACTIONS

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

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DOPPELGANGER

Medium monstrosity (shapechanger), Unaligned (source: Monster Manual)

AC: 14; HP: 52 (8d8+16); SPD: 30 ft.; STR: 11 (+0); DEX: 18 (+4); CON: 14 (+2); INT: 11 (+0); WIS: 12 (+1); CHA: 14 (+2); SKILLS: Deception +6, Insight +3; DMG IMMUNE: charmed; SENSES: darkvision 60 ft., passive Perception 11; LANG: Common; CR 3

TRAITS

Shapechanger: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Ambusher: In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised

Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

ACTIONS

Multiattack: The doppelganger makes two melee attacks.

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

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DRAEGLOTH

Large fiend (demon), Volo’s Guide (source: Volo’s Guide), Chaotic Evil

AC: 15 (natural armor); HP: 123 (13d10+52); SPD: 30 ft.; STR: 20 (+5); DEX: 15 (+2); CON: 18 (+4); INT: 13 (+1); WIS: 11 (+0); CHA: 11 (+0); SKILLS: Perception +3, Stealth +5; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 13; LANG: Abyssal, Elvish, Undercommon; CR 7

TRAITS

Fey Ancestry: The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Innate Spellcasting: The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:

At will: darkness

1/day each: confusion, dancing lights, faerie fire

ACTIONS

Multiattack: The draegloth makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.

Claws: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage.

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DRAFT HORSE

Large beast, Unaligned (source: Monster Manual)

AC: 10; HP: 19 (3d10+3); SPD: 40 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 12 (+1); INT: 2 (-4); WIS: 11 (+0); CHA: 7 (-2); SENSES: Standard, passive Perception 10; CR 1/4

ACTIONS

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.

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DRAGON TURTLE

Gargantuan dragon, Neutral (source: Monster Manual)

AC: 20 (natural armor); HP: 341 (22d20+10); SPD: 20 ft., swim 40 ft.; STR: 25 (+7); DEX: 10 (+0); CON: 20 (+5); INT: 10 (+0); WIS: 12 (+1); CHA: 12 (+1); SAVES: Dex +6, Con +11, Wis +7; DMG RESIST: fire; SENSES: darkvision 120 ft., passive Perception 11; LANG: Aquan, Draconic; CR 17

TRAITS

Amphibious: The dragon turtle can breathe air and water.

ACTIONS

Multiattack: The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage.

Claw: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage.

Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

Steam Breath (Recharge 5-6): The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

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DRAGONCLAW

Medium humanoid (human) (source: Tyranny of Dragons), Neutral Evil

AC: 14 (leather armor); HP: 16 (3d8+3); SPD: 30 ft.; STR: 9 (-1); DEX: 16 (+3); CON: 13 (+1); INT: 11 (+0); WIS: 10 (+0); CHA: 12 (+1); SAVES: Wis +2; SKILLS: Deception +3, Stealth +5; SENSES: Standard, passive Perception 10; LANG: Common, Draconic; CR 1

TRAITS

Dragon Fanatic: The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.

Fanatic Advantage: Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.

Pack Tactics: The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack: The dragonclaw attacks twice with its scimitar.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

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DRAGONFANG

Medium humanoid (human) (source: Tyranny of Dragons), Neutral Evil

AC: 15 (studded leather); HP: 78 (12d8+24); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 14 (+2); INT: 12 (+1); WIS: 12 (+1); CHA: 14 (+2); SAVES: Wis +3; SKILLS: Deception +4, Stealth +5; DMG RESIST: one of the following: acid, cold, fire, lightning or poison; SENSES: Standard, passive Perception 11; LANG: Common, Draconic, Infernal; CR 5

TRAITS

Dragon Fanatic: The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.

Fanatic Advantage: Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.

Limited Flight: The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

ACTIONS

Multiattack: The Dragonfang attacks twice with its shortsword.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has resistance.

Orb of Dragon’s Breath (2/Day): Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.

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DRAGONSOUL

Medium humanoid (human) (source: Tyranny of Dragons), Neutral Evil

AC: 16 (studded leather); HP: 110 (17d8+34); SPD: 30 ft.; STR: 11 (+0); DEX: 18 (+4); CON: 14 (+2); INT: 13 (+1); WIS: 12 (+1); CHA: 16 (+3); SAVES: Wis +4; SKILLS: Deception +6, Stealth +7; DMG RESIST: one of the following: acid, cold, fire, lightning or poison; SENSES: Standard, passive Perception 11; LANG: Common, Draconic, Infernal; CR 7

TRAITS

Dragon Fanatic: The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.

Fanatic Advantage: Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.

Limited Flight: The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

Pack Tactics: The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack: The Dragonsoul attacks twice with its shortsword.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has resistance.

Orb of Dragon’s Breath (3/Day): Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.

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DRAGONWING

Medium humanoid (human) (source: Tyranny of Dragons), Neutral Evil

AC: 14 (leather armor); HP: 33 (6d8+6); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 13 (+1); INT: 11 (+0); WIS: 11 (+0); CHA: 13 (+1); SAVES: Wis +2; SKILLS: Deception +3, Stealth +5; DMG RESIST: one of the following: acid, cold, fire, lightning, or poison; SENSES: Standard, passive Perception 10; LANG: Common, Draconic; CR 2

TRAITS

Dragon Fanatic: The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.

Fanatic Advantage: Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.

Limited Flight: The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.

Pack Tactics: The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack: The dragonwing attacks twice with its scimitar.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.

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DRALMORRER BORNGRAY

Medium humanoid (high elf) (source: Tyranny of Dragons), Neutral Evil

AC: 16 (studded leather, shield); HP: 52 (7d10+14); SPD: 30 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 14 (+2); INT: 16 (+3); WIS: 10 (+0); CHA: 8 (-1); SAVES: Str +6, Con +4; SKILLS: Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common, Bullywug, Draconic, Elvish, Goblin, Sylvan; CR 3

TRAITS

Fey Ancestry: Dralmorrer has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Spellcasting: Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:

* Cantrips (at will): fire bolt, prestidigitation, shocking grasp
* 1st level (4 slots): longstrider, magic missile, shield, thunderwave
* 2nd level (2 slots): magic weapon, misty step

War Magic: When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.

Weapon Bond: Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.

ACTIONS

Multiattack: Dralmorrer attacks twice, either with his longsword or dagger.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d4+4) piercing damage.

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DRANNIN SPLITHELM

Medium humanoid (shield dwarf), Neutral Evil (source: Elemental Evil)

AC: 18 (plate); HP: 93 (11d8+44); SPD: 25 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 18 (+4); INT: 11 (+0); WIS: 8 (-1); CHA: 12 (+1); SKILLS: Athletics +7, Intimidation +4; DMG RESIST: cold, poison; SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Dwarvish; CR 7

TRAITS

Action Surge (Recharges after a Short or Long Rest): Drannin takes an additional action on his turn.

Brute: A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).

Dwarven Resilience: Drannin has advantage on saving throws against poison.

Indomitable (Recharges after a Short or Long Rest): Drannin can reroll a saving throw that he fails. He must use the new roll.

Second Wind (Recharges after a Short or Long Rest): Drannin can use a bonus action to regain 16 (1d10+11) hit points.

Special Equipment: Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.

ACTIONS

Multiattack: Drannin makes three attacks with his greataxe.

Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

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DRETCH

Small fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 11 (natural armor); HP: 18 (4d6+4); SPD: 20 ft.; STR: 11 (+0); DEX: 11 (+0); CON: 12 (+1); INT: 5 (-3); WIS: 8 (-1); CHA: 3 (-4); DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal); CR 1/4

ACTIONS

Multiattack: The dretch makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Fetid Cloud (1/Day): A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.

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DRIDER

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 123 (13d10+52); SPD: 30 ft., climb 30 ft.; STR: 16 (+3); DEX: 16 (+3); CON: 18 (+4); INT: 13 (+1); WIS: 14 (+2); CHA: 12 (+1); SKILLS: Perception +5, Stealth +9; SENSES: darkvision 120 ft., passive Perception 15; LANG: Elvish, Undercommon; CR 6

TRAITS

Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.

Innate Spellcasting: The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker: The drider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.

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DRIDER SPELLCASTER

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 123 (13d10+52); SPD: 30 ft., climb 30 ft.; STR: 16 (+3); DEX: 16 (+3); CON: 18 (+4); INT: 13 (+1); WIS: 16 (+3); CHA: 12 (+1); SKILLS: Perception +5, Stealth +9; SENSES: darkvision 120 ft., passive Perception 15; LANG: Elvish, Undercommon; CR 6

TRAITS

Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.

Innate Spellcasting: The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker: The drider ignores movement restrictions caused by webbing.

Spellcasting: The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:

* Cantrips (at will): poison spray, thaumaturgy
* 1st level (4 slots): bane, detect magic, sanctuary
* 2nd level (3 slots): hold person, silence
* 3rd level (3 slots): clairvoyance, dispel magic
* 4th level (2 slots): divination,freedom of movement

ACTIONS

Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.

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DROKI

Small humanoid (derro) (source: Out of the Abyss), Chaotic Evil

AC: 15 (studded leather); HP: 31 (7d6+7); SPD: 30 ft. (60 ft. with boots of speed); STR: 11 (+0); DEX: 16 (+3); CON: 13 (+1); INT: 10 (+0); WIS: 5 (-3); CHA: 16 (+3); SKILLS: Stealth +5; SENSES: darkvision 120 ft., passive Perception 7; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Special Equipment: Droki wears boots of speed

Insanity: Droki has advantage on saving throws against being charmed or frightened.

Innate Spellcasting: Droki’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:

At will: minor illusion

1/day each: darkness, fear, shatter

Sneak Attack (1/Turn): Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage ont he attack roll, or when the target is within 5 feet of an ally of Droki that isn’t incapacitated and Droki doesn’t have disadvantage on the attack roll.

Magic Resistance: The derro has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity: While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: Droki makes two attacks with his shortsword

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6+3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

REACTIONS

Parry: Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.SPELLS – minor illusion, darkness, fear, shatter

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DROW

Medium humanoid (elf), Neutral Evil (source: Monster Manual)

AC: 15 (chain shirt); HP: 13 (3d8); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 10 (+0); INT: 11 (+0); WIS: 11 (+0); CHA: 12 (+1); SKILLS: Perception +2, Stealth +4; SENSES: darkvision 120 ft., passive Perception 12; LANG: Elvish, Undercommon; CR 1/4

TRAITS

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting: The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

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DROW ELITE WARRIOR

Medium humanoid (elf), Neutral Evil (source: Monster Manual)

AC: 18 (studded leather, shield); HP: 71 (11d8+22); SPD: 30 ft.; STR: 13 (+1); DEX: 18 (+4); CON: 14 (+2); INT: 11 (+0); WIS: 13 (+1); CHA: 12 (+1); SAVES: Dex +7, Con +5, Wis +4; SKILLS: Perception +4, Stealth +10; SENSES: darkvision 120 ft., passive Perception 14; LANG: Elvish, Undercommon; CR 5

TRAITS

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting: The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The drow makes two shortsword attacks.

Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage.

Hand Crossbow: Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

REACTIONS

Parry: The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.SPELLS – dancing lights, darkness, faerie fire, levitate

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DROW MAGE

Medium humanoid (elf), Neutral Evil (source: Monster Manual)

AC: 12 (15 with mage armor); HP: 45 (10d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 10 (+0); INT: 17 (+3); WIS: 13 (+1); CHA: 12 (+1); SKILLS: Arcana +6, Deception +5, Perception +4, Stealth +5; SENSES: darkvision 120 ft., passive Perception 14; LANG: Elvish, Undercommon; CR 7

TRAITS

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting: The drow’s spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting: The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

* Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
* 1st level (4 slots): mage armor, magic missile, shield, witch bolt
* 2nd level (3 slots): alter self, misty step, web
* 3rd level (3 slots): fly, lightning bolt
* 4th level (3 slots): Evard’s black tentacles, greater invisibility
* 5th level (2 slots): cloudkill

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Staff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day): The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

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DROW PRIESTESS OF LOLTH

Medium humanoid (elf), Neutral Evil (source: Monster Manual)

AC: 15 (scale mail); HP: 71 (13d8+13); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 13 (+1); WIS: 17 (+3); CHA: 18 (+4); SAVES: Con +4, Wis +6, Cha +7; SKILLS: Insight +6, Perception +6, Religion +4, Stealth +5; SENSES: darkvision 120 ft., passive Perception 16; LANG: Elvish, Undercommon; CR 8

TRAITS

Fey Ancestry: The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Innate Spellcasting: The drow’s spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components:

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting: The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:

* Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
* 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
* 2nd level (3 slots): lesser restoration, protection from poison, web
* 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
* 4th level (3 slots): divination, freedom of movement
* 5th level (2 slots): insect plague, mass cure wounds

Sunlight Sensitivity: While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The drow makes two scourge attacks.

Scourge: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day): The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

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DROW SPORE SERVANT

Medium plant (source: Out of the Abyss), Unaligned

AC: 15 (chain shirt); HP: 13 (3d8); SPD: 20 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 10 (+0); INT: 2 (-4); WIS: 6 (-2); CHA: 1 (-5); COND IMMUNE: blinded, charmed, frightened, paralyzed; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 8; LANG: -; CR 1/8

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

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DRUID

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 11 (16 with barkskin); HP: 27 (5d8+5); SPD: 30 ft.; STR: 10 (+0); DEX: 12 (+1); CON: 13 (+1); INT: 12 (+1); WIS: 15 (+2); CHA: 11 (+0); SKILLS: Medicine +4, Nature +3, Perception +4; SENSES: Standard, passive Perception 14; LANG: Druidic plus any two languages; CR 2

TRAITS

Spellcasting: The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

* Cantrips (at will): druidcraft, produce flame, shillelagh
* 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
* 2nd level (3 slots): animal messenger, barkskin

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh or if wielded with two hands.

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DRYAD

Medium fey, Neutral (source: Monster Manual)

AC: 11 (16 with barkskin); HP: 22 (5d8); SPD: 30 ft.; STR: 10 (+0); DEX: 12 (+1); CON: 11 (+0); INT: 14 (+2); WIS: 15 (+2); CHA: 18 (+4); SKILLS: Perception +4, Stealth +5; SENSES: darkvision 60 ft., passive Perception 14; LANG: Elvish, Sylvan; CR 1

TRAITS

Innate Spellcasting: The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft

3/day each: entangle, goodberry

1/day each: barkskin, pass without trace, shillelagh

Magic Resistance: The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants: The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride: Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

ACTIONS

Club: Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh.

Fey Charm: The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.

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DUERGAR

Medium humanoid (dwarf), Lawful Evil (source: Monster Manual)

AC: 16 (scale mail, shield); HP: 26 (4d8+4); SPD: 25 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 9 (-1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 1

TRAITS

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUERGAR DARKHAFT

Medium humanoid (dwarf) (source: Out of the Abyss), Lawful evil

AC: 16 (scale mail, shield); HP: 26 (4d8+4); SPD: 25 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 9 (-1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Innate Spellcasting (Psionics): The darkhaft’s innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:

At will: friends, mage hand

1/day each: disguise self, sleep

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUERGAR KAVALRACHNI

Medium humanoid (dwarf) (source: Out of the Abyss), Lawful evil

AC: 16 (scale mail, shield); HP: 26 (4d8+4); SPD: 25 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 9 (-1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Mounted: The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantualas known as steeders (see the female steeder stat block)

Cavalry Training: When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make a melee attack agains the same target as a reaction.

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Heavy Crossbow: Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUERGAR KEEPER OF THE FLAME

Medium humanoid (dwarf) (source: Out of the Abyss), Lawful evil

AC: 16 (scale mail, shield); HP: 26 (4d8+4); SPD: 25 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 9 (-1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Innate Spellcasting (Psionics): The Keeper of the Flame’s innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components:

At will: friends, message

1/day: command

Spellcasting: The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:

Cantrips (at will): guidance, mending, sacred flame

1st level (4 slots): bane, inflict wounds, shield of faith

2nd level (2 slots): enhance ability, spiritual weapon

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUERGAR SOULBLADE

Medium humanoid (dwarf) (source: Out of the Abyss), Lawful evil

AC: 14 (leather armor); HP: 18 (4d8); SPD: 25 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 10 (+0); INT: 11 (+0); WIS: 10 (+0); CHA: 12 (+1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 1

TRAITS

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (Psionics): The duergar’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: blade ward, true strike

1/day each: jump, hunter’s mark

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Create Soulblade: The duergar creates a visible, shortword-sized blade of psionic energy. The weapon appears int he duergar’s hand and vanishes if it leaves the duergar’s grip, or if the duergar dies or is incapacitated.

Soulblade: Melee Weapon Attackk: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) force damage, or 10 (2d6+3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUERGAR SPORE SERVANT

Medium plant (source: Out of the Abyss), Unaligned

AC: 16 (scale armor, shield); HP: 26 (4d8+8); SPD: 15 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 6 (-2); CHA: 1 (-5); DMG RESIST: poison; COND IMMUNE: blinded, charmed, frightened, paralyzed; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 8; LANG: -; CR 1/2

ACTIONS

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

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DUERGAR STONE GUARD

Medium humanoid (dwarf) (source: Out of the Abyss), Lawful evil

AC: 18 (chain mail, shield); HP: 39 (6d8+12); SPD: 25 ft.; STR: 18 (+4); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 9 (-1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUERGAR XARRON

Medium humanoid (dwarf) (source: Out of the Abyss), Lawful evil

AC: 18 (platemail); HP: 26 (4d8+8); SPD: 25 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 9 (-1); DMG RESIST: poison; SENSES: darkvision 120 ft., passive Perception 10; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Duergar Resilience: The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Sunlight Sensitivity: While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Enlarge (Recharges after a Short or Long Rest): For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Fire Lance: Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12+3) piercing damage plus 3 (1d6) fire damage while enlarged.

Fire Spray (Recharge 5-6): From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Invisibility (Recharges after a Short or Long Rest): The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .

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DUODRONE

Medium construct (source: Monster Manual), construct

AC: 15 (natural armor); HP: 11 (2d8+2); SPD: 30 ft.; STR: 11 (+0); DEX: 13 (+1); CON: 12 (+1); INT: 6 (-2); WIS: 10 (+0); CHA: 7 (-2); SENSES: truesight 120 ft., passive Perception 10; LANG: Modron; CR 1/4

TRAITS

Axiomatic Mind: The duodrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration: If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

ACTIONS

Multiattack: The duodrone makes two fist attacks or two javelin attacks.

Fist: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Javelin: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.

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DUST MEPHIT

Small elemental, Neutral Evil (source: Monster Manual)

AC: 12; HP: 17 (5d6); SPD: 30 ft., fly 30 ft.; STR: 5 (-3); DEX: 14 (+2); CON: 10 (+0); INT: 9 (-1); WIS: 11 (+0); CHA: 10 (+0); SKILLS: Perception +2, Stealth +4

Damage Vulnerabilities: fire; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Auran, Terran; CR 1/2

TRAITS

Death Burst: When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Innate Spellcasting (1/Day): The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.

Blinding Breath (Recharge 6): The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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DUVESSA SHANE

Medium humanoid (Illuskan human), (source: Storm Kings Thunder), Lawful Good

AC: 10; HP: 9 (2d8); SPD: 30 ft.; STR: 10 (+0); DEX: 11 (+0); CON: 10 (+0); INT: 16 (+3); WIS: 14 (+2); CHA: 16 (+3); SKILLS: Deception +5, Insight +3, Persuasion +3; SENSES: Standard, passive Perception 12; LANG: Common, Dwarvish, Giant, Orc; CR 0

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger.

REACTIONS

Parry: Duvessa adds 2 to her AC against on melee attack that would hit him. To do so, Duvessa must see the attacker and be wielding a melee weapon.Roleplaying Information: The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother’s talent for negotiation and her father’s charm. As the first woman to serve as Town Speaker of BRyn Shander, and a young one at that, she has much to prove.

Ideal: “The people of Icewind Dale are survivors. They can weather any storm.”

Bond: “My mother taught me what it means to be a good leader. I won’t disappoint her.”

Flaw: “I don’t give an inch in any argument of conflict.”

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EAGLE

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 3 (1d6); SPD: 10 ft., fly 60 ft.; STR: 6 (-2); DEX: 15 (+2); CON: 10 (+0); INT: 2 (-4); WIS: 14 (+2); CHA: 7 (-2); SKILLS: Perception +4; SENSES: Standard, passive Perception 14; CR 0

TRAITS

Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

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EARTH ELEMENTAL

Large elemental, Neutral (source: Monster Manual)

AC: 17 (natural armor); HP: 126 (12d10+60); SPD: 30 ft., burrow 30 ft.; STR: 20 (+5); DEX: 8 (-1); CON: 20 (+5); INT: 5 (-3); WIS: 10 (+0); CHA: 5 (-3); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities: thunder; DMG IMMUNE: poison; COND IMMUNE: exhaustion, paralyzed, petrified, poisoned, unconscious; SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 10; LANG: Terran; CR 5

TRAITS

Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.

Siege Monster: The elemental deals double damage to objects and structures.

ACTIONS

Multiattack: The elemental makes two slam attacks.

Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

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EARTH ELEMENTAL MYRMIDON

Medium elemental, Neutral (source: Elemental Evil)

AC: 18 (plate); HP: 127 (17d8+51); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 17 (+3); INT: 8 (-1); WIS: 10 (+0); CHA: 10 (+0); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: paralyzed, petrified, poisoned, prone; SENSES: darkvision 60 ft., passive Perception 10; LANG: Terran, one language of its creator’s choice; CR 7

TRAITS

Magic Weapons: The myrmidon’s weapon attacks are magical.

ACTIONS

Multiattack: The myrmidon makes two maul attacks.

Maul: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Thunderous Strike (Recharge 6): The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

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EFREETI

Large elemental, Lawful Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 200 (16d10+112); SPD: 40 ft., fly 60 ft.; STR: 22 (+6); DEX: 12 (+1); CON: 24 (+7); INT: 16 (+3); WIS: 15 (+2); CHA: 16 (+3); SAVES: Int +7, Wis +6, Cha +7; DMG IMMUNE: fire; SENSES: darkvision 120 ft., passive Perception 12; LANG: Ignan; CR 11

TRAITS

Elemental Demise: If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting: The efreeti’s innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic

3/day: enlarge/reduce, tongues

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Variant: Genie Powers: Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.

ACTIONS

Multiattack: The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.

Hurl Flame: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

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ELDER BRAIN

Large aberration (source: Volo’s Guide), Lawful evil

AC: 10; HP: 210 (20d10+100); SPD: 5ft., swim 10 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 20 (+5); INT: 21 (+5); WIS: 19 (+4); CHA: 24 (+7); SAVES: Int +10, Wis +9, Cha +12; SKILLS: Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12; SENSES: blindsight 120 ft., passive Perception 14; LANG: understands Common, Deep Speech, and Undercommon but can’t speak, telepathy 5 miles; CR 14

TRAITS

Creature Sense: The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one’s intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Spellcasting (Psionics): The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Legendary Resistance (3/Day): If the elder brain fails a saving throw, it can choose to succeed instead.

Magic Resistance: The elder brain has advantage on saving throws against spells and other magical effects.

Telepathic Hub: The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

ACTIONS

Tentacle: Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5-6): The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Link: The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.

Sense Thoughts: The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

LEGENDARY ACTION: (3/Turn): The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent LEGENDARY ACTION: at the start of its turn.

LEGENDARY ACTION: Tentacle: The elder brain makes a tentacle attack.

LEGENDARY ACTION: Break Concentration: The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.

LEGENDARY ACTION: Psychic Pulse: The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.

LEGENDARY ACTION: Sever Psychic Link: The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

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ELEPHANT

Huge beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 76 (8d12+24); SPD: 40 ft.; STR: 22 (+6); DEX: 9 (-1); CON: 17 (+3); INT: 3 (-4); WIS: 11 (+0); CHA: 6 (-2); SENSES: Standard, passive Perception 10; CR 4

TRAITS

Trampling Charge: If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

ACTIONS

Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

Stomp: Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.

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ELIZAR DRYFLAGON

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 14 (hide); HP: 71 (11d8+22); SPD: 30 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 14 (+2); INT: 11 (+0); WIS: 18 (+4); CHA: 10 (+0); SKILLS: Arcana +3, Deception +3; SENSES: Standard, passive Perception 14; LANG: Common, Druidic; CR 5

TRAITS

Spellcasting: Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:

* Cantrips (at will): druidcraft, guidance, poison spray, produce flame
* 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave
* 2nd level (3 slots): flame blade, spike growth
* 3rd level (3 slots): dispel magic, stinking cloud
* 4th level (2 slots): blight, wall of fire

Summon Mephits (Recharges after a Long Rest): By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.

ACTIONS

Dagger +1: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

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ELK

Large beast, Unaligned (source: Monster Manual)

AC: 10; HP: 13 (2d10+2); SPD: 50 ft.; STR: 16 (+3); DEX: 10 (+0); CON: 12 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 6 (-2); SENSES: Standard, passive Perception 10; CR 1/4

TRAITS

Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

ACTIONS

Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage.

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EMPYREAN

Huge celestial (titan), Chaotic Good (source: Monster Manual) (75%) or neutral evil (25%)

AC: 22 (natural armor); HP: 313 (19d12+190); SPD: 50 ft., fly 50 ft., swim 50 ft.; STR: 30 (+10); DEX: 21 (+5); CON: 30 (+10); INT: 21 (+5); WIS: 22 (+6); CHA: 27 (+8); SAVES: Str +17, Int +12, Wis +13, Cha +15; SKILLS: Insight +13, Persuasion +15; DMG IMMUNE: bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: truesight 120 ft., passive Perception 16; LANG: all; CR 23

TRAITS

Innate Spellcasting: The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: greater restoration, pass without trace, water breathing, water walk

1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)

Legendary Resistance (3/Day): If the empyrean fails a saving throw, it can choose to succeed instead.

Magic Resistance: The empyrean has advantage on saving throws against spells and other magical effects.

Magic Weapons: The empyrean’s weapon attacks are magical.

ACTIONS

Maul: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn.

Bolt: Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

LEGENDARY ACTION: Attack: The empyrean makes one attack.

LEGENDARY ACTION: Bolster: The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.

LEGENDARY ACTION: Trembling Strike (Costs 2 Actions): The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

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ENCHANTER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 40 (9d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +6, Wis +4; SKILLS: Arcana +6, History +6; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 5

TRAITS

Spellcasting: The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:

Cantrips (at will): friends, mage hand, mending, message

1st level (4 slots): charm person*, mage armor, magic missile

2nd level (3 slots): hold person*, invisibility, suggestion*

3rd level (3 slots): fireball, haste, tongues

4th level (3 slots): dominate beast*, stoneskin

5th level (2 slots): hold monster*

*Enchantment spell of 1st level or higher

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

REACTIONS

Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher): The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.

The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.SPELLS – friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster

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ERINYES

Medium fiend (devil), Lawful Evil (source: Monster Manual)

AC: 18 (plate); HP: 153 (18d8+72); SPD: 30 ft., fly 60 ft.; STR: 18 (+4); DEX: 16 (+3); CON: 18 (+4); INT: 14 (+2); WIS: 14 (+2); CHA: 18 (+4); SAVES: Dex +7, Con +8, Wis +6, Cha +8; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: truesight 120 ft., passive Perception 12; LANG: Infernal, telepathy 120 ft.; CR 12

TRAITS

Hellish Weapons: The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance: The erinyes has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The erinyes makes three attacks

Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands, plus 13 (3d8) poison damage.

Longbow: Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Variant: Rope of Entanglement: Some erinyes carry a rope of entanglement (detailed in the Dungeon Master’s Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.

REACTIONS

Parry: The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

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ETERNAL FLAME GUARDIAN

Medium humanoid (human), Chaotic Evil (source: Elemental Evil)

AC: 17 (breastplate, shield; 15 while using a crossbow); HP: 45 (7d8+14); SPD: 30 ft.; STR: 15 (+2); DEX: 13 (+1); CON: 14 (+2); INT: 8 (-1); WIS: 11 (+0); CHA: 13 (+1); SKILLS: Intimidation +3, Perception +2; DMG RESIST: fire; SENSES: Standard, passive Perception 12; LANG: Common; CR 2

TRAITS

Flaming Weapon (Recharges after a Short or Long Rest): As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.

ACTIONS

Multiattack: The guard makes two melee attacks.

Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

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ETERNAL FLAME PRIEST

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 12 (15 with mage armor); HP: 52 (8d8+16); SPD: 30 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 14 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 16 (+3); SKILLS: Deception +5, Intimidation +5, Religion +2; DMG RESIST: fire; SENSES: Standard, passive Perception 10; LANG: Common, Ignan; CR 3

TRAITS

Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion
* 1st level (4 slots): burning hands, expeditious retreat, mage armor
* 2nd level (3 slots): blur, scorching ray
* 3rd level (2 slots): fireball

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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ETTERCAP

Medium monstrosity, Neutral Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 44 (8d8+8); SPD: 30 ft., climb 30 ft.; STR: 14 (+2); DEX: 15 (+2); CON: 13 (+1); INT: 7 (-2); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +3, Stealth +4, Survival +3; SENSES: darkvision 60 ft., passive Perception 13; CR 2

TRAITS

Spider Climb: The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.

Web Walker: The ettercap ignores movement restrictions caused by webbing.

ACTIONS

Multiattack: The ettercap makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

Web (Recharge 5-6): Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.

Variant: Web Garrote: Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.

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ETTIN

Large giant, Chaotic Evil (source: Monster Manual)

AC: 12 (natural armor); HP: 85 (10d10+30); SPD: 40 ft.; STR: 21 (+5); DEX: 8 (-1); CON: 17 (+3); INT: 6 (-2); WIS: 10 (+0); CHA: 8 (-1); SKILLS: Perception +4; SENSES: darkvision 60 ft., passive Perception 14; LANG: Giant, Orc; CR 4

TRAITS

Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful: When one of the ettin’s heads is asleep, its other head is awake.

ACTIONS

Multiattack: The ettin makes two attacks: one with its battleaxe and one with its morningstar.

Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

Morningstar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

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EVIL MAGE

Medium humanoid (human), lost mine of phandelver), Lawful evil

AC: 12; HP: 22 (5d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +5, Wis +3; SKILLS: Arcana +5, History +5; SENSES: Standard, passive Perception 11; LANG: Common, Draconic, Dwarvish, Elvish; CR 1

TRAITS

Spellcasting: The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:

* Cantrips (at will): light, mage hand, shocking grasp
* 1st level (4 slots): charm person, magic missile
* 2nd level (3 slots): hold person, misty step

ACTIONS

Quarterstaff: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage.

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EVOKER

Medium humanoid (any race), Volo’s Guide (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 66 (12d8+12); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 12 (+1); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +7, Wis +5; SKILLS: Arcana +7, History +7; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 9

TRAITS

Spellcasting: The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:

Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*

1st level (4 slots): burning hands*, mage armor, magic missile*

2nd level (3 slots): mirror image, misty step, shatter*

3rd level (3 slots): counterspell, fireball*, lightning bolt*

4th level (3 slots): ice storm*, stoneskin

5th level (2 slots): Bigby’s hand*, cone of cold*

6th level (1 slot): chain lightning*, wall of ice*

*Evocation spell

Sculpt Spells: When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

ACTIONS

Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

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EZMERELDA D’AVENIR

Medium humanoid (human) (source: Curse of Strahd), Chaotic Good

AC: 17 (studded leather armor +1); HP: 82 (11d8+33); SPD: 30 ft.; STR: 14 (+2); DEX: 19 (+4); CON: 16 (+3); INT: 16 (+3); WIS: 11 (+0); CHA: 17 (+3); SAVES: Wis +3; SKILLS: Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6; SENSES: Standard, passive Perception 16; LANG: Common, Elvish; CR 8

TRAITS

Special Equipment: In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.

Spellcasting: Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:

* Cantrips (at will): fire bolt, light, mage hand, prestidigitation
* 1st level (4 slots): protection from good and evil, magic missile, shield
* 2nd level (3 slots): darkvision, knock, mirror image
* 3rd level (3 slots): clairvoyance, lightning bolt, magic circle
* 4th level (1 slot): greater invisibility

ACTIONS

Multiattack: Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.

Rapier +1: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Handaxe +1: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage.

Silvered Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Curse (Recharges after a Long Rest): Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda’s choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.

Evil Eye (Recharges after a Short or Long Rest): Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.

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FAERIE DRAGON (BLUE)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 2

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FAERIE DRAGON (GREEN)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 2

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FAERIE DRAGON (INDIGO)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 2

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FAERIE DRAGON (ORANGE)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 1

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each:color spray, dancing lights, mage hand, minor illusion

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FAERIE DRAGON (RED)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 1

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: dancing lights, mage hand, minor illusion

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FAERIE DRAGON (VIOLET)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 2

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FAERIE DRAGON (YELLOW)

Tiny dragon, Chaotic Good (source: Monster Manual)

AC: 15; HP: 14 (4d4+4); SPD: 10 ft., fly 60 ft.; STR: 3 (-4); DEX: 20 (+5); CON: 13 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 16 (+3); SKILLS: Arcana +4, Perception +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 13; LANG: Draconic, Sylvan; CR 1

TRAITS

The Colors of Age: A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.

Red — 5 years or less
Orange — 6-10 years
Yellow — 11-20 years
Green — 21-30 years
Blue — 31-40 years
Indigo — 41-50 years
Violet — 51 years or more

A green or older faerie dragon’s CR increases to 2.

Superior Invisibility: As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

Limited Telepathy: Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

Magic Resistance: The faerie dragon has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Euphoria Breath (Recharge 5-6): The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.

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FATHOMER

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 10 (13 with mage armor); HP: 52 (8d8+16); SPD: 30 ft.; STR: 14 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 11 (+0); CHA: 15 (+2); SKILLS: Arcana +2, Perception +4, Stealth +4; SENSES: Standard, passive Perception 14; LANG: Aquan, Common; CR 2

TRAITS

Shapechanger (2/day): The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.

While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature’s space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.

Olhydra’s Armor (Human Form Only): The fathomer can cast mage armor at will, without expending material components.

Spellcasting (Human Form Only): The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:

* Cantrips (at will): chill touch, eldritch blast, mage hand
* 1st level: armor of Agathys, expeditious retreat, hex
* 2nd level: invisibility
* 3rd level: Vampiric touch

ACTIONS

Constrict (Serpent Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can’t constrict another target.

Dagger (Human Form Only): Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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FEATHERGALE KNIGHT

Medium humanoid (human), Lawful Evil (source: Elemental Evil)

AC: 16 (scale); HP: 33 (6d8+6); SPD: 30 ft.; STR: 14 (+2); DEX: 14 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 10 (+0); CHA: 14 (+2); SKILLS: Animal Handling +2, History +2; SENSES: Standard, passive Perception 10; LANG: Auran, Common; CR 1

TRAITS

Spellcasting: The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell:

* Cantrips (at will): gust, light, message, ray of frost
* 1st level (2 slots): expeditious retreat, feather fall

ACTIONS

Multiattack: The knight makes two melee attacks.

Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.

Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

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FEMALE STEEDER

Large beast (source: Out of the Abyss), Unaligned

AC: 14 (natural armor); HP: 30 (4d10+8); SPD: 30 ft., climb 30 ft.; STR: 15 (+2); DEX: 16 (+3); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); SKILLS: Stealth +7; SENSES: darkvision 120 ft., passive Perception 10; LANG: -; CR 1

TRAITS

Spider Climb: The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Leap: The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that is speed is at least 30 feet.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.

Sticky Leg (Recharges when the Steeder Has No Creatures Grappled: Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck ot the steeder’s leg and grappled until it escapes (escape DC 12)

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FIRE ELEMENTAL

Large elemental, Neutral (source: Monster Manual)

AC: 13; HP: 102 (12d10+36); SPD: 50 ft.; STR: 10 (+0); DEX: 17 (+3); CON: 16 (+3); INT: 6 (-2); WIS: 10 (+0); CHA: 7 (-2); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: fire, poison; COND IMMUNE: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; SENSES: darkvision 60 ft., passive Perception 10; LANG: Ignan; CR 5

TRAITS

Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Water Susceptibility: For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

ACTIONS

Multiattack: The elemental makes two touch attacks.

Touch: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

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FIRE ELEMENTAL MYRMIDON

Medium elemental, Neutral (source: Elemental Evil)

AC: 18 (plate); HP: 117 (18d8+36); SPD: 40 ft.; STR: 13 (+1); DEX: 18 (+4); CON: 15 (+2); INT: 9 (-1); WIS: 10 (+0); CHA: 10 (+0); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: fire, poison; COND IMMUNE: paralyzed, petrified, poisoned, prone; SENSES: darkvision 60 ft., passive Perception 10; LANG: Ignan, one language of its creator’s choice; CR 7

TRAITS

Illumination: The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.

Magic Weapons: The myrmidon’s weapon attacks are magical.

Water Susceptibility: For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage.

ACTIONS

Multiattack: The myrmidon makes three scimitar attacks.

Scimitar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Fiery Strikes (Recharge 6): The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.

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FIRE GIANT

Huge giant, Lawful Evil (source: Monster Manual)

AC: 18 (plate); HP: 162 (13d12+78); SPD: 30 ft.; STR: 25 (+7); DEX: 9 (-1); CON: 23 (+6); INT: 10 (+0); WIS: 14 (+2); CHA: 13 (+1); SAVES: Dex +3, Con +10, Cha +5; SKILLS: Athletics +11, Perception +6; DMG IMMUNE: fireSenses: Standard, passive Perception 16; LANG: Giant; CR 9

ACTIONS

Multiattack: The giant makes two greatsword attacks.

Greatsword: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.

Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.

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FIRE GIANT DREADNOUGHT

Huge giant (fire giant) (source: Volo’s Guide), Lawful evil

AC: 21 (plate, shields); HP: 187 (15d12+90); SPD: 30 ft.; STR: 27 (+8); DEX: 9 (-1); CON: 23 (+6); INT: 8 (-1); WIS: 10 (+0); CHA: 11 (+0); SAVES: Dex +4, Con +11, Cha +5; SKILLS: Athletics +13, Perception +5; DMG IMMUNE: fire; SENSES: Standard, passive Perception 15; LANG: Giant; CR 14

TRAITS

Dual Shields: The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks.

ACTIONS

Multiattack: The giant makes two fireshield attacks.

Fireshield: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.

Rock: Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage.

Shield Charge: The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone.

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FIRE SNAKE

Medium elemental, Neutral Evil (source: Monster Manual)

AC: 14 (natural armor); HP: 22 (5d8); SPD: 30 ft.; STR: 12 (+1); DEX: 14 (+2); CON: 11 (+0); INT: 7 (-2); WIS: 10 (+0); CHA: 8 (-1); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities: cold; DMG IMMUNE: fire; SENSES: darkvision 60 ft., passive Perception 10; LANG: understands Ignan but can’t speak; CR 1

TRAITS

Heated Body: A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage.

ACTIONS

Multiattack: The snake makes two attacks: one with its bite and one with its tail.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) fire damage.

Tail: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) fire damage.

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FIRENEWT WARLOCK OF IMIX

Medium humanoid (firenewt) (source: Volo’s Guide), Neutral Evil

AC: 10 (13 with mage armor); HP: 33 (6d8+6); SPD: 30 ft.; STR: 13 (+1); DEX: 11 (+0); CON: 12 (+1); INT: 9 (-1); WIS: 11 (+0); CHA: 14 (+2); DMG IMMUNE: fire; SENSES: darkvision 120 ft. (penetrates magical darkness), passive Perception 10; LANG: Draconic, Ignan; CR 1

TRAITS

Amphibious: The firenewt can breathe air and water.

Innate Spellcasting: The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting: The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation

1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray

Imix’s Blessing: When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

ACTIONS

Morningstar: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.

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FIRENEWT WARRIOR

Medium humanoid (firenewt) (source: Volo’s Guide), Neutral Evil

AC: 16 (chain shirt, shield); HP: 22 (4d8+4); SPD: 30 ft.; STR: 10 (+0); DEX: 13 (+1); CON: 12 (+1); INT: 7 (-2); WIS: 11 (+0); CHA: 8 (-1); DMG IMMUNE: fire; SENSES: Standard, passive Perception 10; LANG: Draconic, Ignan; CR 1/2

TRAITS

Amphibious: The firenewt can breathe air and water.

ACTIONS

Multiattack: The firenewt makes two attacks with its scimitar.

Scimitar: Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage.

Spit Fire (Recharges after a Short or Long Rest): The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one

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FLAIL SNAIL

Large elemental, Volo’s Guide (source: Volo’s Guide), Unaligned

AC: 16 (natural armor); HP: 52 (5d10+25); SPD: 10 ft.; STR: 17 (+3); DEX: 5 (-3); CON: 20 (+5); INT: 3 (-4); WIS: 10 (+0); CHA: 5 (-3); DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 10; CR 3

TRAITS

Antimagic Shell: The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3-4: No additional effect.

5-6: The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

Flail Tentacles: The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

ACTIONS

Multiattack: The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.

Flail Tentacle: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Scintillating Shell (Recharges after a Short or Long Rest): The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.

Shell Defense: The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.

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FLAMESKULL

Tiny undead, Neutral Evil (source: Monster Manual)

AC: 13; HP: 40 (9d4+18); SPD: 0 ft., fly 40 ft. It can hover.; STR: 1 (-5); DEX: 17 (+3); CON: 14 (+2); INT: 16 (+3); WIS: 10 (+0); CHA: 11 (+0); SKILLS: Arcana +5, Perception +2; DMG RESIST: lightning, necrotic, piercing; DMG IMMUNE: cold, fire, poison; COND IMMUNE: charmed, frightened, paralyzed, poisoned, prone; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common; CR 4

TRAITS

Illumination: The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action.

Magic Resistance: The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation: If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Spellcasting: The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

* Cantrips (at will): mage hand
* 1st level (3 slots): magic missile, shield
* 2nd level (2 slots): blur, flaming sphere
* 3rd level (1 slot): fireball

ACTIONS

Multiattack: The flameskull uses Fire Ray twice.

Fire Ray: Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

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FLAMEWRATH

Medium humanoid (human), Chaotic Evil (source: Elemental Evil)

AC: 12 (15 with mage armor); HP: 105 (14d8+42); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 16 (+3); INT: 11 (+0); WIS: 10 (+0); CHA: 16 (+3); SKILLS: Arcana +3, Religion +3; DMG IMMUNE: fireSenses: Standard, passive Perception 10; LANG: Common, Ignan; CR 6

TRAITS

Spellcasting: The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): control flames, fire bolt, friends, light, minor illusion
* 1st level (4 slots): burning hands, color spray, mage armor
* 2nd level (3 slots): scorching ray, suggestion
* 3rd level (3 slots): fireball, hypnotic pattern
* 4th level (1 slot): fire shield (see Wreathed in Flame)

Wreathed in Flame: For the flamewrath, the warm version of the fire shield spell has a duration of “until dispelled.” The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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FLESH GOLEM

Medium construct, Neutral (source: Monster Manual)

AC: 9; HP: 93 (11d8+44); SPD: 30 ft.; STR: 19 (+4); DEX: 9 (-1); CON: 18 (+4); INT: 6 (-2); WIS: 10 (+0); CHA: 5 (-3); DMG IMMUNE: lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, petrified, poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: understands the languages of its creator but can’t speak; CR 5

TRAITS

Berserk: Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Aversion of Fire: If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form: The golem is immune to any spell or effect that would alter its form.

Lightning Absorption: Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons: The golem’s weapon attacks are magical.

ACTIONS

Multiattack: The golem makes two slam attacks.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

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FLIND

Medium humanoid (gnoll) (source: Volo’s Guide), Chaotic Evil

AC: 16 (chain mail); HP: 127 (15d8+60); SPD: 30 ft.; STR: 20 (+5); DEX: 10 (+0); CON: 19 (+4); INT: 11 (+0); WIS: 13 (+1); CHA: 12 (+1); SAVES: Con +8, Wis +5; SKILLS: Intimidation +5, Perception +5; SENSES: darkvision 60 ft., passive Perception 15; LANG: Abyssal, Gnoll; CR 9

TRAITS

Aura of Blood Thirst: If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.

ACTIONS

Multiattack: The flind makes three attacks: one with each of its different flail attacks or three with its longbow.

Flail of Madness: Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.

Flail of Pain: Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.

Flail of Paralysis: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

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FLUMPH

Small aberration, Lawful Good (source: Monster Manual)

AC: 12; HP: 7 (2d6); SPD: 5 ft., fly 30 ft.; STR: 6 (-2); DEX: 15 (+2); CON: 10 (+0); INT: 14 (+2); WIS: 14 (+2); CHA: 11 (+0); SKILLS: Arcana +4, History +4, Religion +4

Damage Vulnerabilities: psychic; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Undercommon but can’t speak, telepathy 60 ft.; CR 1/8

TRAITS

Advanced Telepathy: The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.

Prone Deficiency: If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud: The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

ACTIONS

Tendrils: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day): Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

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FLYING SNAKE

Tiny beast, Unaligned (source: Monster Manual)

AC: 14; HP: 5 (2d4); SPD: 30 ft., fly 60 ft., swim 30 ft.; STR: 4 (-3); DEX: 18 (+4); CON: 11 (+0); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SENSES: blindsight 10 ft., passive Perception 11; CR 1/8

TRAITS

Flyby: The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.

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FLYING SWORD

Small construct, Unaligned (source: Monster Manual)

AC: 17 (natural armor); HP: 17 (5d6); SPD: 0 ft., fly 50 ft. It can hover.; STR: 12 (+1); DEX: 15 (+2); CON: 11 (+0); INT: 1 (-5); WIS: 5 (-3); CHA: 1 (-5); SAVES: Dex +4; DMG IMMUNE: poison, psychic; COND IMMUNE: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 7; CR 1/4

TRAITS

Antimagic Susceptibility: The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance: While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword.

ACTIONS

Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

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FOMORIAN

Huge giant, Chaotic Evil (source: Monster Manual)

AC: 14 (natural armor); HP: 149 (13d12+65); SPD: 30 ft.; STR: 23 (+6); DEX: 10 (+0); CON: 20 (+5); INT: 9 (-1); WIS: 14 (+2); CHA: 6 (-2); SKILLS: Perception +8, Stealth +3; SENSES: darkvision 120 ft., passive Perception 18; LANG: Giant, Undercommon; CR 8

ACTIONS

Multiattack: The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.

Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Evil Eye: The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

Curse of the Evil Eye (Recharges after a Short or Long Rest): With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.

The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.

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FRAZ-URB’LUU

Large fiend (demon) (source: Out of the Abyss), Chaotic Evil

AC: 18 (natural armor); HP: 350 (28d10+196); SPD: 40 ft., fly 40 ft.; STR: 29 (+9); DEX: 12 (+1); CON: 25 (+7); INT: 26 (+8); WIS: 24 (+7); CHA: 26 (+8); SAVES: Dex +8, Con +15, Int +15, Wis +14; SKILLS: Deception +15, Perception +14, Stealth +8; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; bludgeoning, piercing, and slashing that is nonmagical; COND IMMUNE: charmed, exhaustion, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 24; LANG: all, telepathy 120 ft.; CR 23

TRAITS

Innate Spellcasting: Fraz-Urb’luu’s spellcasting ability is Charisma (spell save DC 23). Fraz-Urb’luu can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasamal force

3/day each: confusion, dream, mislead, programmed illusion, seeming

1/day each: mirage arcane, modify memory, project image

Legendary Resistance (3/Day): If Fraz-Urb’luu fails a saving throw, he can choose to succeed instead.

Magic Resistance: Fraz-Urb’luu has advantage on saving throws against spell and other magic effects.

Magic Weapon: Fraz-Urb’luu’s weapon attacks are magical.

Undetectable: Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

ACTIONS

Multiattack: Fraz-Urb’luu makes three attacks: one with his bite and two with his fists.

Bite: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage.

Fist: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) bludgeoning damage.

LEGENDARY ACTIONS

Fraz-Urb’luu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creautre’s turn. Fraz-Urb’luu regains spent LEGENDARY ACTION: at the start of his turn.

LEGENDARY ACTION: Tail: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb’luu can grapple only one creature with his tail at a time.

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FROG

Tiny beast, Unaligned (source: Monster Manual)

AC: 11; HP: 1 (1d4-1); SPD: 20 ft., swim 20 ft.; STR: 1 (-5); DEX: 13 (+1); CON: 8 (-1); INT: 1 (-5); WIS: 8 (-1); CHA: 3 (-4); SKILLS: Perception +1, Stealth +3; SENSES: darkvision 30 ft., passive Perception 11; CR 0

TRAITS

Amphibious: The frog can breathe air and water

Standing Leap: The frog’s long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

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FROGHEMOTH

Huge monstrosity (source: Volo’s Guide), Unaligned

AC: 14 (natural armor); HP: 184 (16d12+80); SPD: 50 ft., swim 30 ft.; STR: 23 (+6); DEX: 13 (+1); CON: 20 (+5); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SAVES: Con +9, Wis +5; SKILLS: Perception +9, Stealth +5; DMG RESIST: fire, lightning; SENSES: darkvision 60 ft., passive Perception 19; CR 10

TRAITS

Amphibious: The froghemoth can breathe air and water.

Shock Suscptibility: If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

ACTIONS

Multiattack: The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.

Tentacle: Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.

The froghemoth’s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

ACTIONS

Tongue: The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.

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FROST GIANT

Huge giant, Neutral Evil (source: Monster Manual)

AC: 15 (patchwork armor); HP: 138 (12d12+60); SPD: 40 ft.; STR: 23 (+6); DEX: 9 (-1); CON: 21 (+5); INT: 9 (-1); WIS: 10 (+0); CHA: 12 (+1); SAVES: Con +8, Wis +3, Cha +4; SKILLS: Athletics +9, Perception +3; DMG IMMUNE: coldSenses: Standard, passive Perception 13; LANG: Giant; CR 8

ACTIONS

Weighted Net: Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Multiattack: The giant makes two greataxe attacks.

Greataxe: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage.

Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

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FROST GIANT EVERLASTING ONE

Huge giant (frost giant) (source: Volo’s Guide), Chaotic Evil

AC: 15 (patchwork armor); HP: 189 (14d12+98); SPD: 40 ft.; STR: 25 (+7); DEX: 9 (-1); CON: 24 (+7); INT: 9 (-1); WIS: 10 (+0); CHA: 12 (+1); SAVES: Str +11, Con +11, Wis +4; SKILLS: Athletics +11, Perception +4; DMG IMMUNE: cold; SENSES: darkvision 60 ft., passive Perception 14; LANG: Giant; CR 12

TRAITS

Extra Heads: The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Regeneration: The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Vaprak’s Rage (Recharges on a Short or Long Rest): As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:

#NAME?

– When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.

#NAME?

ACTIONS

Multiattack: The giant makes two attacks with its greataxe.

Greataxe: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging.

Rock: Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.

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FRULAM MONDATH

Medium humanoid (human) (source: Tyranny of Dragons), Lawful evil

AC: 16 (chain mail); HP: 44 (8d8+8); SPD: 30 ft.; STR: 14 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 11 (+0); WIS: 18 (+4); CHA: 15 (+2); SAVES: Wis +6, Cha +4; SKILLS: Deception +4, History +2, Religion +2; SENSES: Standard, passive Perception 14; LANG: Common, Draconic, Infernal; CR 2

TRAITS

Spellcasting: Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:

* Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (4 slots): command, cure wounds, healing word, sanctuary
* 2nd level (3 slots): calm emotions, hold person, spiritual weapon
* 3rd level (2 slots): mass healing word, spirit guardians

ACTIONS

Multiattack: Frulam attacks twice with her halberd.

Halberd: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.

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GALEB DUHR

Medium elemental, Neutral (source: Monster Manual)

AC: 16 (natural armor); HP: 85 (9d8+45); SPD: 15 ft. (30 ft. when rolling, 60 ft. rolling downhill); STR: 20 (+5); DEX: 14 (+2); CON: 20 (+5); INT: 11 (+0); WIS: 12 (+1); CHA: 11 (+0); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: exhaustion, paralyzed, poisoned, petrified; SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 11; LANG: Terran; CR 6

TRAITS

False Appearance: While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.

Rolling Charge: If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

ACTIONS

Slam: Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6+5) bludgeoning damage.

Animate Boulders (1/Day): The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can’t be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) .

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GAR SHATTERKEEL

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 16 (natural armor); HP: 30 (15d8+45); SPD: 30 ft., swim 30 ft.; STR: 15 (+2); DEX: 15 (+2); CON: 16 (+3); INT: 12 (+1); WIS: 18 (+4); CHA: 13 (+1); SKILLS: Nature +8, Survival +8; DMG RESIST: cold; SENSES: Standard, passive Perception 14; LANG: Aquan, Common; CR 9

TRAITS

Amphibious: Gar can breathe air and water.

Legendary Resistance (2/Day): If Gar fails a saving throw, he can choose to succeed instead.

Spellcasting: Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:

* Cantrips (at will): mending, resistance, shape water
* 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
* 2nd level (3 slots): darkvision, hold person, protection from poison
* 3rd level (3 slots): call lightning, sleet storm, tidal wave
* 4th level (3 slots): control water, ice storm
* 5th level (1 slot): scrying

Water Walk: Gar can stand and move on liquid surfaces as if they were solid ground.

Watery Fall: When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.

ACTIONS

Multiattack: Gar makes two melee attacks, one with his claw and one with Drown.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can’t attack other creatures with his claw.

Drown: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage plus 4 (1d8) cold damage.

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GARGOYLE

Medium elemental, Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 52 (7d8+21); SPD: 30 ft., fly 60 ft.; STR: 15 (+2); DEX: 11 (+0); CON: 16 (+3); INT: 6 (-2); WIS: 11 (+0); CHA: 7 (-2); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine; DMG IMMUNE: poison; COND IMMUNE: exhaustion, petrified, poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Terran; CR 2

TRAITS

False Appearance: While the gargoyle remains motion less, it is indistinguishable from an inanimate statue.

ACTIONS

Multiattack: The gargoyle makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

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GAS SPORE

Large plant, Unaligned (source: Monster Manual)

AC: 5; HP: 1 (1d10-4); SPD: 0 ft., fly 10 ft. (hover); STR: 5 (-3); DEX: 1 (-5); CON: 3 (-4); INT: 1 (-5); WIS: 1 (-5); CHA: 1 (-5); DMG IMMUNE: poison; COND IMMUNE: blinded, deafened, frightened, paralyzed, poisoned, prone; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 5; CR 1/2

TRAITS

Death Burst: The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.

Spores invade an infected creature’s system, killing the creature in a number of hours equal to 1d12+the creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.

Eerie Resemblance: The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.

ACTIONS

Touch: Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.

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GAUTH

Medium aberration (source: Volo’s Guide), Lawful evil

AC: 15 (natural armor); HP: 67 (9d8+27); SPD: 0 ft., fly 20 ft. (hover); STR: 10 (+0); DEX: 14 (+2); CON: 16 (+3); INT: 15 (+2); WIS: 15 (+2); CHA: 13 (+1); SAVES: Int +5, Wis +5, Cha +4; SKILLS: Perception +5; COND IMMUNE: prone; SENSES: darkvision 120 ft., passive Perception 15; LANG: Deep Speech, Undercommon; CR 6

TRAITS

Stunning Gaze: When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.

Death Throes: When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

ACTIONS

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.

Eye Rays: The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.

3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth’s next turn.

4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.

5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

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GAZER

Tiny aberration (source: Volo’s Guide), Neutral Evil

AC: 13; HP: 13 (3d4+6); SPD: 0 ft., fly 30 ft. (hover); STR: 3 (-4); DEX: 17 (+3); CON: 14 (+2); INT: 3 (-4); WIS: 10 (+0); CHA: 7 (-2); SAVES: Wis +2; SKILLS: Perception +4, Stealth +2; COND IMMUNE: prone; SENSES: darkvision 60 ft., passive Perception 14; CR 1/2

TRAITS

Aggressive: As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.

Mimicry: The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Eye Rays: The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:

7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.

3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.

If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

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GELATINOUS CUBE

Large ooze, Unaligned (source: Monster Manual)

AC: 6; HP: 84 (8d10+40); SPD: 15 ft.; STR: 14 (+2); DEX: 3 (-4); CON: 20 (+5); INT: 1 (-5); WIS: 6 (-2); CHA: 1 (-5); COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, prone; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 8; CR 2

TRAITS

Ooze Cube: The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent: Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.

ACTIONS

Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf: The cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature’s space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

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GHALD

Large humanoid (sahuagin), Lawful Evil (source: Elemental Evil)

AC: 15 (natural armor); HP: 102 (12d10+36); SPD: 30 ft., swim 50 ft.; STR: 19 (+4); DEX: 17 (+3); CON: 16 (+3); INT: 14 (+2); WIS: 13 (+1); CHA: 17 (+3); SAVES: Dex +6, Con +6, Int +5, Wis +4; SKILLS: Insight +4, Perception +7; SENSES: darkvision 120 ft., passive Perception 17; LANG: Common, Sahuagin; CR 7

TRAITS

Assassinate: During its first turn, Ghald has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Ghald scores against a surprised creature is a critical hit.

Limited Amphibiousness: Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy: Ghald can magically command any shark within 120 feet of him, using a limited telepathy.

Sneak Attack: Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald’s that isn’t incapacitated and Ghald doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack: Ghald makes three attacks, one with his bite and two with his shortswords.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage.

Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage.

Garrote: Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can’t breathe, and Ghald has advantage on attack rolls against it.

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GHAST

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 13; HP: 36 (8d8); SPD: 30 ft.; STR: 16 (+3); DEX: 17 (+3); CON: 10 (+0); INT: 11 (+0); WIS: 10 (+0); CHA: 8 (-1); DMG IMMUNE: necrotic; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common; CR 2

TRAITS

Stench: Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast’s Stench for 24 hours.

Turn Defiance: The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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GHOST

Medium undead, Any alignment (source: Monster Manual)

AC: 11; HP: 45 (10d8); SPD: 0 ft., fly 40 ft. It can hover.; STR: 7 (-2); DEX: 13 (+1); CON: 10 (+0); INT: 10 (+0); WIS: 12 (+1); CHA: 17 (+3); DMG RESIST: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: cold, necrotic, poison; COND IMMUNE: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 60 ft., passive Perception 11; LANG: any languages it knew in life; CR 4

TRAITS

Ethereal Sight: The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement: The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage.

Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

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GHOUL

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 12; HP: 22 (5d8); SPD: 30 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 10 (+0); INT: 7 (-2); WIS: 10 (+0); CHA: 6 (-2); COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common; CR 1

ACTIONS

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage.

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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GIANT APE

Huge beast, Unaligned (source: Monster Manual)

AC: 12; HP: 157 (15d12+60); SPD: 40 ft., climb 40 ft.; STR: 23 (+6); DEX: 14 (+2); CON: 18 (+4); INT: 7 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Athletics +9, Perception +4; SENSES: Standard, passive Perception 14; CR 7

ACTIONS

Multiattack: The ape makes two fist attacks.

Fist: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.

Rock: Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage.

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GIANT BADGER

Medium beast, Unaligned (source: Monster Manual)

AC: 10; HP: 13 (2d8+4); SPD: 30 ft., burrow 10 ft.; STR: 13 (+1); DEX: 10 (+0); CON: 15 (+2); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SENSES: darkvision 30 ft., passive Perception 11; CR 1/4

TRAITS

Keen Smell: The badger has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack: The badger makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

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GIANT BAT

Large beast, Unaligned (source: Monster Manual)

AC: 13; HP: 22 (4d10); SPD: 10 ft., fly 60 ft.; STR: 15 (+2); DEX: 16 (+3); CON: 11 (+0); INT: 2 (-4); WIS: 12 (+1); CHA: 6 (-2); SENSES: blindsight 60 ft., passive Perception 11; CR 1/4

TRAITS

Echolocation: The bat can’t use its blindsight while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.

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GIANT BOAR

Large beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 42 (5d10+5); SPD: 40 ft.; STR: 17 (+3); DEX: 10 (+0); CON: 16 (+3); INT: 2 (-4); WIS: 7 (-2); CHA: 5 (-3); SENSES: Standard, passive Perception 8; CR 2

TRAITS

Charge: If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest): If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

Tusk: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

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GIANT CENTIPEDE

Small beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 4 (1d6+1); SPD: 30 ft., climb 30 ft.; STR: 5 (-3); DEX: 14 (+2); CON: 12 (+1); INT: 1 (-5); WIS: 7 (-2); CHA: 3 (-4); SENSES: blindsight 30 ft., passive Perception 8; CR 1/4

ACTIONS

Bite: Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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GIANT CONSTRICTOR SNAKE

Huge beast, Unaligned (source: Monster Manual)

AC: 12; HP: 60 (8d12+8); SPD: 30 ft., swim 30 ft.; STR: 19 (+4); DEX: 14 (+2); CON: 12 (+1); INT: 1 (-5); WIS: 10 (+0); CHA: 3 (-4); SKILLS: Perception +2; SENSES: blindsight 10 ft., passive Perception 12; CR 2

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage.

Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

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GIANT CRAB

Medium beast, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 13 (3d8); SPD: 30 ft., swim 30 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 11 (+0); INT: 1 (-5); WIS: 9 (-1); CHA: 3 (-4); SKILLS: Stealth +4; SENSES: blindsight 30 ft., passive Perception 9; CR 1/8

TRAITS

Amphibious: The crab can breathe air and water.

ACTIONS

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.

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GIANT CROCODILE

Huge beast, Unaligned (source: Monster Manual)

AC: 14 (natural armor); HP: 85 (9d12+27); SPD: 30 ft., swim 50 ft.; STR: 21 (+5); DEX: 9 (-1); CON: 17 (+3); INT: 2 (-4); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Stealth +5; SENSES: Standard, passive Perception 10; CR 5

TRAITS

Hold Breath: The crocodile can hold its breath for 30 minutes.

ACTIONS

Multiattack: The crocodile makes two attacks: one with its bite and one with its tail.

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.

Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

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GIANT EAGLE

Large beast, Neutral Good (source: Monster Manual)

AC: 13; HP: 26 (4d10+4); SPD: 10 ft., fly 80 ft.; STR: 16 (+3); DEX: 17 (+3); CON: 13 (+1); INT: 8 (-1); WIS: 14 (+2); CHA: 10 (+0); SKILLS: Perception +4; SENSES: Standard, passive Perception 14; LANG: Giant Eagle, understands Common and Auran but can’t speak; CR 1

TRAITS

Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The eagle makes two attacks: one with its beak and one with its talons.

Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

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GIANT ELK

Huge beast, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 42 (5d12+10); SPD: 60 ft.; STR: 19 (+4); DEX: 16 (+3); CON: 14 (+2); INT: 7 (-2); WIS: 14 (+2); CHA: 10 (+0); SKILLS: Perception +4; SENSES: Standard, passive Perception 14; LANG: Giant Elk, understands Common, Elvish, and Sylvan but can’t speak; CR 2

TRAITS

Charge: If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

ACTIONS

Ram: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage.

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GIANT FIRE BEETLE

Small beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 4 (1d6+1); SPD: 30 ft.; STR: 8 (-1); DEX: 10 (+0); CON: 12 (+1); INT: 1 (-5); WIS: 7 (-2); CHA: 3 (-4); SENSES: blindsight 30 ft., passive Perception 8; CR 0

TRAITS

Illumination: The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

ACTIONS

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) slashing damage.

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GIANT FLY

Large beast, Unaligned (source: Monster Manual)

AC: 11; HP: 19 (3d10+3); SPD: 30 ft., fly 60 ft.; STR: 14 (+2); DEX: 13 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); SENSES: darkvision 60 ft., passive Perception 10; CR 0

TRAITS

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GIANT FROG

Medium beast, Unaligned (source: Monster Manual)

AC: 11; HP: 18 (4d8); SPD: 30 ft., swim 30 ft.; STR: 12 (+1); DEX: 13 (+1); CON: 11 (+0); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); SKILLS: Perception +2, Stealth +3; SENSES: darkvision 30 ft., passive Perception 12; CR 1/4

TRAITS

Amphibious: The frog can breathe air and water

Standing Leap: The frog’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target.

Swallow: The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

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GIANT GOAT

Large beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 19 (3d10+3); SPD: 40 ft.; STR: 17 (+3); DEX: 11 (+0); CON: 12 (+1); INT: 3 (-4); WIS: 12 (+1); CHA: 6 (-2); SENSES: Standard, passive Perception 11; CR 1/2

TRAITS

Charge: If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Sure-Footed: The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Ram: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

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GIANT HYENA

Large beast, Unaligned (source: Monster Manual)

AC: 12; HP: 45 (6d10+12); SPD: 50 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 14 (+2); INT: 2 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 1

TRAITS

Rampage: When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

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GIANT LIZARD

Large beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 19 (3d10+3); SPD: 30 ft., climb 30 ft.; STR: 15 (+2); DEX: 12 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SENSES: darkvision 30 ft., passive Perception 10; CR 1/4

TRAITS

Variant: Hold Breath: The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Variant: Spider Climb: The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

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GIANT OCTOPUS

Large beast, Unaligned (source: Monster Manual)

AC: 11; HP: 52 (8d10+8); SPD: 10 ft., swim 60 ft.; STR: 17 (+3); DEX: 13 (+1); CON: 13 (+1); INT: 4 (-3); WIS: 10 (+0); CHA: 4 (-3); SKILLS: Perception +4, Stealth +5; SENSES: darkvision 60 ft., passive Perception 14; CR 1

TRAITS

Hold Breath: While out of water, the octopus can hold its breath for 1 hour.

Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing: The octopus can breathe only underwater.

ACTIONS

Tentacles: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest): A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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GIANT OWL

Large beast, Neutral (source: Monster Manual)

AC: 12; HP: 19 (3d10+3); SPD: 5 ft., fly 60 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 12 (+1); INT: 8 (-1); WIS: 13 (+1); CHA: 10 (+0); SKILLS: Perception +5, Stealth +4; SENSES: darkvision 120 ft., passive Perception 15; LANG: Giant Owl, understands Common, Elvish, and Sylvan but can’t speak; CR 1/4

TRAITS

Flyby: The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage.

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GIANT POISONOUS SNAKE

Medium beast, Unaligned (source: Monster Manual)

AC: 14; HP: 11 (2d8+2); SPD: 30 ft., swim 30 ft.; STR: 10 (+0); DEX: 18 (+4); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); SKILLS: Perception +2; SENSES: blindsight 10 ft., passive Perception 12; CR 1/4

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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GIANT RAT

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 7 (2d6); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 11 (+0); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: darkvision 60 ft., passive Perception 10; CR 1/8

TRAITS

Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

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GIANT RAT (DISEASED)

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 7 (2d6); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 11 (+0); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: darkvision 60 ft., passive Perception 10; CR 1/8

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.

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GIANT SCORPION

Large beast, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 52 (7d10+14); SPD: 40 ft.; STR: 15 (+2); DEX: 13 (+1); CON: 15 (+2); INT: 1 (-5); WIS: 9 (-1); CHA: 3 (-4); SENSES: blindsight 60 ft., passive Perception 9; CR 3

ACTIONS

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Multiattack: The scorpion makes three attacks: two with its claws and one with its sting.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

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GIANT SEA HORSE

Large beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 16 (3d10); SPD: 0 ft., swim 40 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 11 (+0); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SENSES: Standard, passive Perception 11; CR 1/2

TRAITS

Charge: If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Water Breathing: The sea horse can breathe only underwater.

ACTIONS

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

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GIANT SHARK

Huge beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 126 (11d12+55); SPD: swim 50 ft.; STR: 23 (+6); DEX: 11 (+0); CON: 21 (+5); INT: 1 (-5); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Perception +3; SENSES: blindsight 60 ft., passive Perception 13; CR 5

TRAITS

Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing: The shark can breathe only underwater.

ACTIONS

Bite: Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage.

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GIANT SPIDER

Large beast, Unaligned (source: Monster Manual)

AC: 14 (natural armor); HP: 26 (4d10+4); SPD: 30 ft., climb 30 ft.; STR: 14 (+2); DEX: 16 (+3); CON: 12 (+1); INT: 2 (-4); WIS: 11 (+0); CHA: 4 (-3); SKILLS: Stealth +7; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 10; CR 1

TRAITS

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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GIANT STRIDER

Large monstrosity (source: Volo’s Guide), Neutral Evil

AC: 14 (natural armor); HP: 22 (3d10+6); SPD: 50 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 14 (+2); INT: 4 (-3); WIS: 12 (+1); CHA: 6 (-2); DMG IMMUNE: fire; SENSES: Standard, passive Perception 11; CR 1

TRAITS

Fire Absorption: Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Fire Burst (Recharges 5-6): The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.

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GIANT TOAD

Large beast, Unaligned (source: Monster Manual)

AC: 11; HP: 39 (6d10+6); SPD: 20 ft., swim 40 ft.; STR: 15 (+2); DEX: 13 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); SENSES: darkvision 30 ft., passive Perception 10; CR 1

TRAITS

Amphibious: The toad can breathe air and water

Standing Leap: The toad’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.

Swallow: The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

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GIANT VULTURE

Large beast, Neutral Evil (source: Monster Manual)

AC: 10; HP: 22 (3d10+6); SPD: 10 ft., fly 60 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 15 (+2); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; LANG: understands Common but can’t speak; CR 1

TRAITS

Keen Sight and Smell: The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pack Tactics: The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack: The vulture makes two attacks: one with its beak and one with its talons.

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.

Talons: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

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GIANT WASP

Medium beast, Unaligned (source: Monster Manual)

AC: 12; HP: 13 (3d8); SPD: 10 ft., fly 50 ft., swim 50 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 10 (+0); INT: 1 (-5); WIS: 10 (+0); CHA: 3 (-4); SENSES: Standard, passive Perception 10; CR 1/2

ACTIONS

Sting: Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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GIANT WEASEL

Medium beast, Unaligned (source: Monster Manual)

AC: 13; HP: 9 (2d8); SPD: 40 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 10 (+0); INT: 4 (-3); WIS: 12 (+1); CHA: 5 (-3); SKILLS: Perception +3, Stealth +5; SENSES: darkvision 60 ft., passive Perception 13; CR 1/8

TRAITS

Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite: Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

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GIANT WOLF SPIDER

Medium beast, Unaligned (source: Monster Manual)

AC: 13; HP: 11 (2d8+2); SPD: 40 ft., climb 40 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 13 (+1); INT: 3 (-4); WIS: 12 (+1); CHA: 4 (-3); SKILLS: Perception +3, Stealth +7; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 13; CR 1/4

TRAITS

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite: Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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GIBBERING MOUTHER

Medium aberration, Neutral (source: Monster Manual)

AC: 9; HP: 67 (9d8+27); SPD: 10 ft., swim 10 ft.; STR: 10 (+0); DEX: 8 (-1); CON: 16 (+3); INT: 3 (-4); WIS: 10 (+0); CHA: 6 (-2); COND IMMUNE: prone; SENSES: darkvision 60 ft., passive Perception 10; CR 2

TRAITS

Aberrant Ground: The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering: The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

ACTIONS

Multiattack: The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5-6): The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther’s next turn.

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GIRALLON

Large monstrosity (source: Volo’s Guide), Unaligned

AC: 13; HP: 59 (7d10+21); SPD: 40 ft., climb 40 ft.; STR: 18 (+4); DEX: 16 (+3); CON: 16 (+3); INT: 5 (-3); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +5; SENSES: darkvision 60 ft., passive Perception 13; CR 4

TRAITS

Source: Volo’s Guide to Monsters, p. 152

Aggressive: As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.

ACTIONS

Multiattack: The girallon makes five attacks: one with its bite and four with its claws.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage.

Claw: Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.

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GITHYANKI KNIGHT

Medium humanoid (gith), Lawful Evil (source: Monster Manual)

AC: 18 (plate); HP: 91 (14d8+28); SPD: 30 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 15 (+2); INT: 14 (+2); WIS: 14 (+2); CHA: 15 (+2); SAVES: Con +5, Int +5, Wis +5; SENSES: Standard, passive Perception 12; LANG: Gith; CR 8

TRAITS

Innate Spellcasting (Psionics): The githyanki’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only), tongues

1/day each: plane shift, telekinesis

ACTIONS

Multiattack: The githyanki makes two silver greatsword attacks.

Silver Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

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GITHYANKI WARRIOR

Medium humanoid (gith), Lawful Evil (source: Monster Manual)

AC: 17 (half plate); HP: 49 (9d8+9); SPD: 30 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 12 (+1); INT: 13 (+1); WIS: 13 (+1); CHA: 10 (+0); SAVES: Con +3, Int +3, Wis +3; SENSES: Standard, passive Perception 11; LANG: Gith; CR 3

TRAITS

Innate Spellcasting (Psionics): The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: jump, misty step, nondetection (self only)

ACTIONS

Multiattack: The githyanki makes two greatsword attacks.

Greatsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 7 (2d6) psychic damage.

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GITHZERAI MONK

Medium humanoid (gith), Lawful Neutral (source: Monster Manual)

AC: 14; HP: 38 (7d8+7); SPD: 30 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 12 (+1); INT: 13 (+1); WIS: 14 (+2); CHA: 10 (+0); SAVES: Str +3, Dex +4, Int +3, Wis +4; SKILLS: Insight +4, Perception +4; SENSES: Standard, passive Perception 14; LANG: Gith; CR 2

TRAITS

Innate Spellcasting (Psionics): The githzerai’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: feather fall, jump, see invisibility, shield

Psychic Defense: While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

ACTIONS

Multiattack: The githzerai makes two unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

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GITHZERAI ZERTH

Medium humanoid (gith), Lawful Neutral (source: Monster Manual)

AC: 17; HP: 84 (13d8+26); SPD: 30 ft.; STR: 13 (+1); DEX: 18 (+4); CON: 15 (+2); INT: 16 (+3); WIS: 17 (+3); CHA: 12 (+1); SAVES: Str +4, Dex +7, Int +6, Wis +6; SKILLS: Arcana +6, Insight +6, Perception +6; SENSES: Standard, passive Perception 16; LANG: Gith; CR 6

TRAITS

Innate Spellcasting (Psionics): The githzerai’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: feather fall, jump, see invisibility, shield

Psychic Defense: While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

ACTIONS

Multiattack: The githzerai makes two unarmed strikes.

Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.

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GLABREZU

Large fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 157 (15d10+75); SPD: 40 ft.; STR: 20 (+5); DEX: 15 (+2); CON: 21 (+5); INT: 19 (+4); WIS: 17 (+3); CHA: 16 (+3); SAVES: Str +9, Con +9, Wis +7, Cha +7; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: truesight 120 ft., passive Perception 13; LANG: Abyssal, telepathy 120 ft.; CR 9

TRAITS

Innate Spellcasting: The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic

1/day each: confusion, fly, power word stun

Magic Resistance: The glabrezu has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

Pincer: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.

Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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GLADIATOR

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 16 (studded leather, shield); HP: 112 (15d8+45); SPD: 30 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 12 (+1); CHA: 15 (+2); SAVES: Str +7, Dex +5, Con +6; SKILLS: Athletics +10, Intimidation +5; SENSES: Standard, passive Perception 11; LANG: any one language (usually Common); CR 5

TRAITS

Brave: The gladiator has advantage on saving throws against being frightened.

Brute: A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

ACTIONS

Multiattack: The gladiator makes three melee attacks or two ranged attacks.

Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS

Parry: The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

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GNOLL

Medium humanoid (gnoll), Chaotic Evil (source: Monster Manual)

AC: 15 (hide armor, shield); HP: 22 (5d8); SPD: 30 ft.; STR: 14 (+2); DEX: 12 (+1); CON: 11 (+0); INT: 6 (-2); WIS: 10 (+0); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 10; LANG: Gnoll; CR 1/2

TRAITS

Rampage: 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 half its speed and make a bite attack.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage.

Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.

Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

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GNOLL FANG OF YEENOGHU

Medium humanoid (gnoll), Chaotic Evil (source: Monster Manual)

AC: 14 (hide armor); HP: 65 (10d8+20); SPD: 30 ft.; STR: 17 (+3); DEX: 15 (+2); CON: 15 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 13 (+1); SAVES: Con +4, Wis +2, Cha +3; SENSES: darkvision 60 ft., passive Perception 10; LANG: Abyssal, Gnoll; CR 4

TRAITS

Rampage: 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 half its speed and make a bite attack.

ACTIONS

Multiattack: The gnoll makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

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GNOLL FLESH GNAWER

Medium humanoid (gnoll) (source: Volo’s Guide), Chaotic Evil

AC: 14 (studded leather armor); HP: 22 (4d8+4); SPD: 30 ft.; STR: 12 (+1); DEX: 14 (+2); CON: 12 (+1); INT: 8 (-1); WIS: 10 (+0); CHA: 8 (-1); SAVES: Dex +4; SENSES: darkvision 60 ft., passive Perception 10; LANG: Gnoll; CR 1

TRAITS

Rampage: 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 half its speed and make a bite attack.

ACTIONS

Multiattack: The gnoll makes three attacks: one with its bite and two with its shortsword.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.

Sudden Rush: Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks.

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GNOLL HUNTER

Medium humanoid (gnoll) (source: Volo’s Guide), Chaotic Evil

AC: 13 (leather armor); HP: 22 (4d8+4); SPD: 30 ft.; STR: 14 (+2); DEX: 14 (+2); CON: 12 (+1); INT: 8 (-1); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +3, Stealth +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Gnoll; CR 1/2

TRAITS

Rampage: 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 half its speed and make a bite attack.

ACTIONS

Multiattack: The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.

Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands to make a melee attack.

Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.

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GNOLL PACK LORD

Medium humanoid (gnoll), Chaotic Evil (source: Monster Manual)

AC: 15 (chain shirt); HP: 49 (9d8+9); SPD: 30 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 13 (+1); INT: 8 (-1); WIS: 11 (+0); CHA: 9 (-1); SENSES: darkvision 60 ft., passive Perception 10; LANG: Gnoll; CR 2

TRAITS

Rampage: 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 half its speed and make a bite attack.

ACTIONS

Multiattack: The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage.

Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage.

Longbow: Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Incite Rampage (Recharge 5-6): One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.

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GNOLL WITHERLING

Medium undead, Volo’s Guide (source: Volo’s Guide), Chaotic Evil

AC: 12 (natural armor); HP: 11 (2d8+2); SPD: 30 ft.; STR: 14 (+2); DEX: 8 (-1); CON: 12 (+1); INT: 5 (-3); WIS: 5 (-3); CHA: 5 (-3); DMG IMMUNE: poison; COND IMMUNE: exhaustion, poisoned; SENSES: darkvision 60 ft., passive Perception 7; LANG: understands Gnoll but can’t speak; CR 1/4

TRAITS

Rampage: When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Multiattack: The witherling makes two attacks: one with its bite and one with its club, or two with its club.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

REACTIONS

Vengeful Strike: In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.

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GOAT

Medium beast, Unaligned (source: Monster Manual)

AC: 10; HP: 4 (1d8); SPD: 40 ft.; STR: 12 (+1); DEX: 10 (+0); CON: 11 (+0); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SENSES: Standard, passive Perception 10; CR 0

TRAITS

Charge: If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Sure-Footed: The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

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GOBLIN

Small humanoid (goblinoid), Neutral Evil (source: Monster Manual)

AC: 15 (leather armor, shield); HP: 7 (2d6); SPD: 30 ft.; STR: 8 (-1); DEX: 14 (+2); CON: 10 (+0); INT: 10 (+0); WIS: 8 (-1); CHA: 8 (-1); SKILLS: Stealth +6; SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Goblin; CR 1/4

TRAITS

Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

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GOBLIN BOSS

Small humanoid (goblinoid), Neutral Evil (source: Monster Manual)

AC: 17 (chain shirt, shield); HP: 21 (6d6); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 10 (+0); INT: 10 (+0); WIS: 8 (-1); CHA: 10 (+0); SKILLS: Stealth +6; SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Goblin; CR 1

TRAITS

Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

Multiattack: The goblin makes two attacks with its scimitar. The second attack has disadvantage.

Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Javelin: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6) piercing damage.

REACTIONS

Redirect Attack: When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

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GOLD DRAGON WYRMLING

Medium dragon, Lawful Good (source: Monster Manual)

AC: 17 (natural armor); HP: 60 (8d8+24); SPD: 30 ft., fly 60 ft., swim 30 ft.; STR: 19 (+4); DEX: 14 (+2); CON: 17 (+3); INT: 14 (+2); WIS: 11 (+0); CHA: 16 (+3); SAVES: Dex +4, Con +5, Wis +2, Cha +5; SKILLS: Perception +4, Stealth +4; DMG IMMUNE: fire; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 3

TRAITS

Amphibious: The dragon can breathe air and water.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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GORGON

Large monstrosity, Unaligned (source: Monster Manual)

AC: 19 (natural armor); HP: 114 (12d10+48); SPD: 40 ft.; STR: 20 (+5); DEX: 11 (+0); CON: 18 (+4); INT: 2 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +4; DMG IMMUNE: petrified; SENSES: darkvision 60 ft., passive Perception 14; CR 5

TRAITS

Trampling Charge: If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

ACTIONS

Gore: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage.

Hooves: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage.

Petrifying Breath (Recharge 5-6): The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.

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GORISTRO

Huge fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 310 (23d12+161); SPD: 40 ft.; STR: 25 (+7); DEX: 11 (+0); CON: 15 (+2); INT: 6 (-2); WIS: 13 (+1); CHA: 14 (+2); SAVES: Str +13, Dex +6, Con +13, Wis +7; SKILLS: Perception +7; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 17; LANG: Abyssal; CR 17

TRAITS

Charge: If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Labyrinthine Recall: The goristro can perfectly recall any path it has traveled.

Magic Resistance: The goristro has advantage on saving throws against spells and other magical effects.

Siege Monster: The goristro deals double damage to objects and structures.

ACTIONS

Multiattack: The goristro makes three attacks: two with its fists and one with its hoof.

Fist: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

Hoof: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Gore: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage.

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GRAY OOZE

Medium ooze, Unaligned (source: Monster Manual)

AC: 8; HP: 22 (3d8+9); SPD: 10 ft., climb 10 ft.; STR: 12 (+1); DEX: 6 (-2); CON: 16 (+3); INT: 1 (-5); WIS: 6 (-2); CHA: 2 (-4); SKILLS: Stealth +2; DMG RESIST: acid, cold, fire; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, prone; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 8; CR 1/2

TRAITS

Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal: Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

ACTIONS

Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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GRAY OOZE (PSYCHIC)

Medium ooze, Unaligned (source: Monster Manual)

AC: 8; HP: 22 (3d8+9); SPD: 10 ft., climb 10 ft.; STR: 12 (+1); DEX: 6 (-2); CON: 16 (+3); INT: 6 (-2); WIS: 6 (-2); CHA: 2 (-4); SKILLS: Stealth +2; DMG RESIST: acid, cold, fire; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, prone; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 8; CR 1/2

TRAITS

Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal: Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

ACTIONS

Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Psychic Crush (Recharge 5-6): The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

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GRAY SLAAD

Medium aberration (shapechanger), Chaotic Neutral (source: Monster Manual)

AC: 18 (natural armor); HP: 127 (17d8+51); SPD: 30 ft.; STR: 17 (+3); DEX: 17 (+3); CON: 16 (+3); INT: 13 (+1); WIS: 8 (-1); CHA: 14 (+2); SKILLS: Arcana +5, Perception +6; DMG RESIST: acid, cold, fire, lightning, thunder; SENSES: blindsight 60 ft., darkvision 60 ft., passive Perception 16; LANG: Slaad, telepathy 60 ft.; CR 9

TRAITS

Shapechanger: The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Innate Spellcasting: The slaad’s innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image

2/day each: fear, fly, fireball, tongues

1/day: plane shift (self only)

Magic Resistance: The slaad has advantage on saving throws against spells and other magical effects

Magic Weapons: The slaad’s weapon attacks are magical.

Regeneration: The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem: Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

ACTIONS

Multiattack: The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Claws (Slaad Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

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GRAZ’ZT

Large fiend (demon, shapechanger) (source: Out of the Abyss), Chaotic Evil

AC: 20 (natural armor); HP: 378 (36d10+180); SPD: 40 ft.; STR: 22 (+6); DEX: 15 (+2); CON: 21 (+5); INT: 23 (+6); WIS: 21 (+5); CHA: 26 (+8); SAVES: Dex +9, Con +12, Wis +12; SKILLS: Deception +15, Insight +12, Perception +12, Persuasion +15; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; bludgeoning, piercing, and slashing that is nonmagical; COND IMMUNE: charmed, exhaustion, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 22; LANG: all, telepathy 120 ft.; CR 24

TRAITS

Shapechanger: Graz’zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn’t transformed.

Innate Spellcasting: Graz’zt’s spellcasting ability is Charisma (spell save DC 23). Graz’zt can innately cast the following spells, requiring no material components:

At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers

3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport

1/day each: dominate monster, greater invisibility

Legendary Resistance (3/Day): If Graz’zt fails a saving throw, he can choose to succeed instead.

Magic Resistance: Graz’zt has advantage on saving throws against spell and other magic effects.

Magic Weapon: Graz’zt’s weapon attacks are magical.

ACTIONS

Multiattack: Graz’zt attacks twice with the Wave of Sorrow.

Wave of Sorrow (Greatsword): Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit; 20 (4d6+6) slashing damage plus 14 (4d6) acid damage.

Teleport: Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

LEGENDARY ACTIONS

Graz’zt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creautre’s turn. Graz’zt regains spent LEGENDARY ACTION: at the start of his turn.

LEGENDARY ACTION: Attack: Graz’zt attacks once with the Wave of Sorrow.

LEGENDARY ACTION: Dance, My Puppet!: One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.

LEGENDARY ACTION: Sow Discord: Graz’zt casts crown of madness or dissonant whispers.

LEGENDARY ACTION: Teleport: Graz’zt uses his Teleport action.

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GREEN DRAGON WYRMLING

Medium dragon, Lawful Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 38 (7d8+7); SPD: 30 ft., fly 60 ft., swim 30 ft.; STR: 15 (+2); DEX: 12 (+1); CON: 13 (+1); INT: 14 (+2); WIS: 11 (+0); CHA: 13 (+1); SAVES: Dex +3, Con +3, Wis +2, Cha +3; SKILLS: Perception +4, Stealth +3; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 2

TRAITS

Amphibious: The dragon can breathe air and water.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6): The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

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GREEN GUARD DRAKE

Medium dragon (source: Volo’s Guide), Unaligned

AC: 14 (natural armor); HP: 52 (7d8+21); SPD: 30 ft., swim 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 4 (-3); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Perception +2; DMG RESIST: poison; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Draconic but can’t speak it; CR 2

TRAITS

Amphibious: The guard drake can breathe air and water.

ACTIONS

Multiattack: The drake attacks twice, once with its bite and once with its tail.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

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GREEN HAG

Medium fey, Neutral Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 82 (11d8+33); SPD: 30 ft.; STR: 18 (+4); DEX: 12 (+1); CON: 16 (+3); INT: 13 (+1); WIS: 14 (+2); CHA: 14 (+2); SKILLS: Arcana +3, Deception +4, Perception +4, Stealth +3; SENSES: darkvision 60 ft., passive Perception 14; LANG: Common, Draconic, Sylvan; CR 3

TRAITS

Amphibious: The hag can breathe air and water.

Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry: The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
* 1st level (4 slots): identify, ray of sickness
* 2nd level (3 slots): hold person, locate object
* 3rd level (3 slots): bestow curse, counterspell, lightning bolt
* 4th level (3 slots): phantasmal killer, polymorph
* 5th level (2 slots): contact other plane, scrying
* 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

ACTIONS

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

ACTIONS

Invisible Passage: The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

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GREEN SLAAD

Large aberration (shapechanger), Chaotic Neutral (source: Monster Manual)

AC: 16 (natural armor); HP: 127 (15d10+45); SPD: 30 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 11 (+0); WIS: 8 (-1); CHA: 12 (+1); SKILLS: Arcana +3, Perception +2; DMG RESIST: acid, cold, fire, lightning, thunder; SENSES: blindsight 30 ft., darkvision 60 ft., passive Perception 12; LANG: Slaad, telepathy 60 ft.; CR 8

TRAITS

Shapechanger: The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Innate Spellcasting: The slaad’s innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand

2/day each: fear, invisibility (self only)

1/day: fireball

Magic Resistance: The slaad has advantage on saving throws against spells and other magical effects

Regeneration: The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem: Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

ACTIONS

Multiattack: The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.

Bite (Slaad Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.

Claw (Slaad Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Staff: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Hurl Flame: Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren ‘t being worn or carried.

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GRELL

Medium aberration, Neutral Evil (source: Monster Manual)

AC: 12; HP: 55 (10d8+10); SPD: 10 ft., fly 30 ft. (hover); STR: 15 (+2); DEX: 14 (+2); CON: 13 (+1); INT: 12 (+1); WIS: 11 (+0); CHA: 9 (-1); SKILLS: Perception +4, Stealth +6; DMG IMMUNE: lightning; COND IMMUNE: blinded, prone; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 14; LANG: Grell; CR 3

ACTIONS

Multiattack: The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles: Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can ‘t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

ACTIONS

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) piercing damage.

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GRICK

Medium monstrosity, Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 27 (6d8); SPD: 30 ft., climb 30 ft.; STR: 14 (+2); DEX: 14 (+2); CON: 11 (+0); INT: 3 (-4); WIS: 14 (+2); CHA: 5 (-3); DMG RESIST: bludgeoning, piercing, and slashing damage from nonmagical weapons; SENSES: darkvision 60 ft., passive Perception 12; CR 2

TRAITS

Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Multiattack: The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.

Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

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GRICK ALPHA

Large monstrosity, Neutral (source: Monster Manual)

AC: 18 (natural armor); HP: 75 (10d10+20); SPD: 30 ft., climb 30 ft.; STR: 18 (+4); DEX: 16 (+3); CON: 15 (+2); INT: 4 (-3); WIS: 14 (+2); CHA: 9 (-1); DMG RESIST: bludgeoning, piercing, and slashing damage from nonmagical weapons; SENSES: darkvision 60 ft., passive Perception 12; CR 7

TRAITS

Stone Camouflage: The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Multiattack: The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Tentacles: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) slashing damage.

Beak: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage.

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GRIFFON

Large monstrosity, Unaligned (source: Monster Manual)

AC: 12; HP: 59 (7d10+21); SPD: 30 ft., fly 80 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 2 (-4); WIS: 13 (+1); CHA: 8 (-1); SKILLS: Perception +5; SENSES: darkvision 60 ft., passive Perception 15; CR 2

TRAITS

Keen Sight: The griffon has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The griffon makes two attacks: one with its beak and one with its claws.

Beak: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

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GRIMLOCK

Medium humanoid (grimlock), Neutral Evil (source: Monster Manual)

AC: 11; HP: 11 (2d8+2); SPD: 30 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 12 (+1); INT: 9 (-1); WIS: 8 (-1); CHA: 6 (-2); SKILLS: Athletics +5, Perception +3, Stealth +3; DMG IMMUNE: blinded; SENSES: blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13; LANG: Undercommon; CR 1/4

TRAITS

Blind Senses: The grimlock can’t use its blindsight while deafened and unable to smell.

Keen Hearing and Smell: The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage: The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Spiked Bone Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage.

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GRISHA

Medium humanoid (Damaran human) (source: Out of the Abyss), Chaotic Evil

AC: 18 (chain mail, shield); HP: 33 (6d8+6); SPD: 30 ft.; STR: 14 (+2); DEX: 12 (+1); CON: 12 (+1); INT: 11 (+0); WIS: 14 (+2); CHA: 16 (+3); SAVES: Wis +4, Cha +5; SKILLS: Persuasion +5, Religion +2; SENSES: Standard, passive Perception 12; LANG: Common, Undercommon; CR 2

TRAITS

Spellcasting: Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy

1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from good, shield of faith

2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon

3rd level (3 slots): bestow curse, dispel magic, spirit guardian

ACTIONS

Multiattack: Grisha makes two attacks with his +1 flail.

+1 Flail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8+3) bludgeoning damage

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GRUNG

Small humanoid (grung) (source: Volo’s Guide), Lawful evil

AC: 12; HP: 11 (2d6+4); SPD: 25 ft., climb 25 ft.; STR: 7 (-2); DEX: 14 (+2); CON: 15 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 10 (+0); SAVES: Dex +4; SKILLS: Athletics +2, Perception +2, Stealth +4, Survival +2; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: Standard, passive Perception 12; LANG: Grung; CR 1/4

TRAITS

Amphibious: The grung can breathe air and water.

Poisonous Skin: Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap: The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Variant: Grung Poison: Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.

A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.

Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.

Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.

Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

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GRUNG ELITE WARRIOR

Small humanoid (grung) (source: Volo’s Guide), Lawful evil

AC: 13; HP: 49 (9d6+18); SPD: 25 ft., climb 25 ft.; STR: 7 (-2); DEX: 16 (+3); CON: 15 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 12 (+1); SAVES: Dex +5; SKILLS: Athletics +2, Perception +2, Stealth +5, Survival +2; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: Standard, passive Perception 12; LANG: Grung; CR 2

TRAITS

Amphibious: The grung can breathe air and water.

Poisonous Skin: Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Standing Leap: The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Variant: Grung Poison: Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.

A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.

Orange. The poisoned creature is frightened of its allies.

Gold. The poisoned creature is charmed and can speak Grung.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Mesmerizing Chirr (Recharge 6): The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.

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GRUNG WILDLING

Small humanoid (grung) (source: Volo’s Guide), Lawful evil

AC: 13 (16 with barkskin); HP: 27 (5d6+10); SPD: 25 ft., climb 25 ft.; STR: 7 (-2); DEX: 16 (+3); CON: 15 (+2); INT: 10 (+0); WIS: 15 (+2); CHA: 11 (+0); SAVES: Dex +5; SKILLS: Athletics +2, Perception +4, Stealth +5, Survival +4; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: Standard, passive Perception 14; LANG: Grung; CR 1

TRAITS

Amphibious: The grung can breathe air and water.

Poisonous Skin: Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting: The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

1st level (4 slots): cure wounds, jump

2nd level (3 slots): barkskin, spike growth

3rd level (2 slots): plant growth

Standing Leap: The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Variant: Grung Poison: Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.

A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.

Red. The poisoned creature must use its action to eat if food is within reach.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.

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GUARD

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 16 (chain shirt, shield); HP: 11 (2d8+2); SPD: 30 ft.; STR: 13 (+1); DEX: 12 (+1); CON: 12 (+1); INT: 10 (+0); WIS: 11 (+0); CHA: 10 (+0); SKILLS: Perception +2; SENSES: Standard, passive Perception 12; LANG: any one language (usually Common); CR 1/8

ACTIONS

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

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GUARD DRAKE

Medium dragon (source: Tyranny of Dragons), Unaligned

AC: 14 (natural armor); HP: 52 (7d8+21); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 4 (-3); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Perception +2; DMG RESIST: lightning; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Draconic but can’t speak it; CR 2

ACTIONS

Multiattack: The drake attacks twice, once with its bite and once with its tail.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

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GUARDIAN NAGA

Large monstrosity, Lawful Good (source: Monster Manual)

AC: 18 (natural armor); HP: 127 (15d10+45); SPD: 40 ft.; STR: 19 (+4); DEX: 18 (+4); CON: 16 (+3); INT: 16 (+3); WIS: 19 (+4); CHA: 18 (+4); SAVES: Dex +8, Con +7, Int +7, Wis +8, Cha +8; DMG IMMUNE: poison; COND IMMUNE: charmed, poisoned; SENSES: darkvision 60 ft., passive Perception 14; LANG: Celestial, Common; CR 10

TRAITS

Rejuvenation: If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting: The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:

* Cantrips (at will): mending, sacred flame, thaumaturgy
* 1st level (4 slots): command, cure wounds, shield of faith
* 2nd level (3 slots): calm emotions, hold person
* 3rd level (3 slots): bestow curse, clairvoyance
* 4th level (3 slots): banishment, freedom of movement
* 5th level (2 slots): flame strike, geas
* 6th level (1 slot): true seeing

ACTIONS

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison: Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

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GUARDIAN PORTRAIT

Medium construct (source: Curse of Strahd), Unaligned

AC: 5 (natural armor); HP: 22 (5d8); SPD: 0 ft.; STR: 1 (-5); DEX: 1 (-5); CON: 10 (+0); INT: 14 (+2); WIS: 10 (+0); CHA: 10 (+0); DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, plus up to two other languages; CR 1

TRAITS

Constructed Nature: An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Antimagic Susceptibility: The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Innate Spellcasting: The portrait’s innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:

3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis

False Appearance: While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.

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GYNOSPHINX

Large monstrosity, Lawful Neutral (source: Monster Manual)

AC: 17 (natural armor); HP: 136 (16d10+48); SPD: 40 ft., fly 60 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 18 (+4); WIS: 18 (+4); CHA: 18 (+4); SKILLS: Arcana +12, History +12, Perception +8, Religion +8; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: psychic; COND IMMUNE: charmed, frightened; SENSES: truesight 120 ft., passive Perception 18; LANG: Common, Sphinx; CR 11

TRAITS

Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.

Magic Weapons: The sphinx’s weapon attacks are magical.

Spellcasting: The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:

* Cantrips (at will): mage hand, minor illusion, prestidigitation
* 1st level (4 slots): detect magic, identify, shield
* 2nd level (3 slots): darkness, locate object, suggestion
* 3rd level (3 slots): dispel magic, remove curse, tongues
* 4th level (3 slots): banishment, greater invisibility
* 5th level (1 slot): legend lore

ACTIONS

Multiattack: The sphinx makes two claw attacks.

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

LEGENDARY ACTION: Claw Attack: The sphinx makes one claw attack.

LEGENDARY ACTION: Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

LEGENDARY ACTION: Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.

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HADROSAURUS

Large beast (source: Volo’s Guide), Unaligned

AC: 11 (natural armor); HP: 19 (3d10+3); SPD: 40 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Perception +2; SENSES: Standard, passive Perception 12; CR 1/4

ACTIONS

Tail: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.

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HALF-OGRE (OGRILLON)

Large giant (source: Monster Manual), any chaotic alignment

AC: 12 (hide armor); HP: 30 (4d10+8); SPD: 30 ft.; STR: 17 (+3); DEX: 10 (+0); CON: 14 (+2); INT: 7 (-2); WIS: 9 (-1); CHA: 10 (+0); SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Giant; CR 1

ACTIONS

Battleaxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands.

Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage.

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HALF-RED DRAGON VETERAN

Medium humanoid (human), Any alignment (source: Monster Manual)

AC: 18 (plate); HP: 65 (10d8+20); SPD: 30 ft.; STR: 16 (+3); DEX: 13 (+1); CON: 14 (+2); INT: 10 (+0); WIS: 11 (+0); CHA: 10 (+0); SAVES: Str +5, Con +4; SKILLS: Athletics +5, Perception +2; DMG RESIST: fire; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 12; LANG: Common, Draconic; CR 5

ACTIONS

Multiattack: The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword: Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.

Fire Breath (Recharge 5-6): The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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HARPY

Medium monstrosity, Chaotic Evil (source: Monster Manual)

AC: 11; HP: 38 (7d8+7); SPD: 20 ft., fly 40 ft.; STR: 12 (+1); DEX: 13 (+1); CON: 12 (+1); INT: 7 (-2); WIS: 10 (+0); CHA: 13 (+1); SENSES: Standard, passive Perception 10; LANG: Common; CR 1

ACTIONS

Multiattack: The harpy makes two attacks: one with its claws and one with its club.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

Club: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Luring Song: The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.

While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it.

A target that successfully saves is immune to this harpy’s song for the next 24 hours.

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HAWK

Tiny beast, Unaligned (source: Monster Manual)

AC: 13; HP: 1 (1d4-1); SPD: 10 ft., fly 60 ft.; STR: 5 (-3); DEX: 16 (+3); CON: 8 (-1); INT: 2 (-4); WIS: 14 (+2); CHA: 6 (-2); SKILLS: Perception +4; SENSES: Standard, passive Perception 14; CR 0

TRAITS

Keen Sight: The hawk has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

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HELL HOUND

Medium fiend, Lawful Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 45 (7d8+14); SPD: 50 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 14 (+2); INT: 6 (-2); WIS: 13 (+1); CHA: 6 (-2); SKILLS: Perception +5; DMG IMMUNE: fire; SENSES: darkvision 60 ft., passive Perception 15; LANG: understands Infernal but can’t speak it; CR 3

TRAITS

Keen Hearing and Smell: The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

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HELLENRAE

Medium humanoid (human), Lawful Evil (source: Elemental Evil)

AC: 16; HP: 78 (12d8+24); SPD: 30 ft.; STR: 13 (+1); DEX: 18 (+4); CON: 14 (+2); INT: 10 (+0); WIS: 15 (+2); CHA: 13 (+1); SKILLS: Acrobatics +7, Athletics +4, Insight +5, Perception +5; DMG IMMUNE: poison; COND IMMUNE: blinded, poisoned; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 15; LANG: Common, Terran; CR 5

TRAITS

Evasion: If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Stunning Strike (Recharge 5-6): When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae’s next turn.

Unarmored Defense: While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.

Unarmored Movement: While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).

ACTIONS

Multiattack: Hellenrae makes three melee attacks.

Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.

REACTIONS

Parry and Counter: Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.

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HELMED HORROR

Medium construct, Unaligned (source: Monster Manual)

AC: 20 (plate, shield); HP: 60 (8d8+24); SPD: 30 ft., fly 30 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 16 (+3); INT: 10 (+0); WIS: 10 (+0); CHA: 10 (+0); SKILLS: Perception +4; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine; DMG IMMUNE: force, necrotic, poison; COND IMMUNE: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 14; LANG: understands the languages of its creator but can’t speak; CR 4

TRAITS

Magic Resistance: The helmed horror has advantage on saving throws against spells and other magical effects.

Spell Immunity: The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

ACTIONS

Multiattack: The helmed horror makes two longsword attacks.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.

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HEZROU

Large fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 16 (natural armor); HP: 136 (13d10+65); SPD: 30 ft.; STR: 19 (+4); DEX: 17 (+3); CON: 20 (+5); INT: 5 (-3); WIS: 12 (+1); CHA: 13 (+1); SAVES: Str +7, Con +8, Wis +4; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 11; LANG: Abyssal, telepathy 120 ft.; CR 8

TRAITS

Magic Resistance: The hezrou has advantage on saving throws against spells and other magical effects.

Stench: Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.

ACTIONS

Multiattack: The hezrou makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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HILL GIANT

Huge giant, Chaotic Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 105 (10d12+40); SPD: 40 ft.; STR: 21 (+5); DEX: 8 (-1); CON: 19 (+4); INT: 5 (-3); WIS: 9 (-1); CHA: 6 (-2); SKILLS: Perception +2; SENSES: Standard, passive Perception 12; LANG: Giant; CR 5

ACTIONS

Squash: Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 (6d6+5) bludgeoning damage, the giant lands prone in the target’s space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

Multiattack: The giant makes two greatclub attacks.

Greatclub: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

Rock: Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.

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HIPPOGRIFF

Large monstrosity, Unaligned (source: Monster Manual)

AC: 11; HP: 19 (3d10+3); SPD: 40 ft, fly 60 ft.; STR: 17 (+3); DEX: 13 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +5; SENSES: Standard, passive Perception 15; CR 1

TRAITS

Keen Sight: The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The hippogriff makes two attacks: one with its beak and one with its claws.

Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

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HOBGOBLIN

Medium humanoid (goblinoid), Lawful Evil (source: Monster Manual)

AC: 18 (chain mail, shield); HP: 11 (2d8+2); SPD: 30 ft.; STR: 13 (+1); DEX: 12 (+1); CON: 12 (+1); INT: 10 (+0); WIS: 10 (+0); CHA: 9 (-1); SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Goblin; CR 1/2

TRAITS

Martial Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn’t incapacitated.

ACTIONS

Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.

Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

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HOBGOBLIN CAPTAIN

Medium humanoid (goblinoid), Lawful Evil (source: Monster Manual)

AC: 17 (half plate); HP: 39 (6d8+12); SPD: 30 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 13 (+1); SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Goblin; CR 3

TRAITS

Martial Advantage: Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn’t incapacitated.

ACTIONS

Multiattack: The hobgoblin makes two greatsword attacks.

Greatsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Leadership (Recharges after a Short or Long Rest): For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

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HOBGOBLIN DEVASTATOR

Medium humanoid (goblinoid) (source: Volo’s Guide), Lawful evil

AC: 13 (studded leather armor); HP: 45 (7d8+14); SPD: 30 ft.; STR: 13 (+1); DEX: 12 (+1); CON: 14 (+2); INT: 16 (+3); WIS: 13 (+1); CHA: 11 (+0); SKILLS: Arcana +5; SENSES: darkvision 60 ft., passive Perception 11; LANG: Common, Goblin; CR 4

TRAITS

Source: Volo’s Guide to Monsters, p. 161

Arcane Advantage: Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.

Army Arcane: When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Spellcasting: The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp

1st level (4 slots): fog cloud, magic missile, thunderwave

2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray

3rd level (3 slots): fireball, fly, lightning bolt

4th level (1 slot): ice storm

ACTIONS

Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

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HOBGOBLIN IRON SHADOW

Medium humanoid (goblinoid) (source: Volo’s Guide), Lawful evil

AC: 15; HP: 32 (5d8+10); SPD: 40 ft.; STR: 14 (+2); DEX: 16 (+3); CON: 15 (+2); INT: 14 (+2); WIS: 15 (+2); CHA: 11 (+0); SKILLS: Acrobatics +5, Athletics +4, Stealth +5; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common, Goblin; CR 2

TRAITS

Spellcasting: The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, true strike

1st level (3 slots): charm person, disguise self, expeditious retreat, silent image

Unarmored Defense: While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

ACTIONS

Multiattack: The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.

Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.

Dart: Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.

Shadow Jaunt: The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.

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HOBGOBLIN WARLORD

Medium humanoid (goblinoid), Lawful Evil (source: Monster Manual)

AC: 20 (plate, shield); HP: 97 (13d8+39); SPD: 30 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 16 (+3); INT: 14 (+2); WIS: 11 (+0); CHA: 15 (+2); SAVES: Int +5, Wis +3, Cha +5; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Goblin; CR 6

TRAITS

Martial Advantage: Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn’t incapacitated.

ACTIONS

Multiattack: The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.

Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Shield Bash: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin: Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Leadership (Recharges after a Short or Long Rest): For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

REACTIONS

Parry: The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

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HOMUNCULUS

Tiny construct, Neutral (source: Monster Manual)

AC: 13 (natural armor); HP: 5 (2d4); SPD: 20 ft., fly 40 ft.; STR: 4 (-3); DEX: 15 (+2); CON: 11 (+0); INT: 10 (+0); WIS: 10 (+0); CHA: 7 (-2); DMG IMMUNE: poison; COND IMMUNE: charmed, poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: understands the languages of its creator but can’t speak; CR 0

TRAITS

Telepathic Bond: While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

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HOOK HORROR

Large monstrosity, Neutral (source: Monster Manual)

AC: 15 (natural armor); HP: 75 (10d10+20); SPD: 30 ft., climb 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 15 (+2); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: blindsight 60 ft., darkvision 10 ft., passive Perception 13; LANG: Hook Horror; CR 3

TRAITS

Echolocation: The hook horror can’t use its blindsight while deafened.

Keen Hearing: The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Multiattack: The hook horror makes two hook attacks.

Hook: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage.

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HOOK HORROR SPORE SERVANT

Medium plant (source: Out of the Abyss), Unaligned

AC: 15 (natural armor); HP: 75 (10d10+10); SPD: 20 ft., climb 20 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 15 (+2); INT: 2 (-4); WIS: 6 (-2); CHA: 1 (-5); DMG RESIST: poison; COND IMMUNE: blinded, charmed, frightened, paralyzed; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 8; LANG: -; CR 3

ACTIONS

Multiattack: The spore servant makes two hyook attacks.

Hook: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage.

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HORNED DEVIL

Large fiend (devil), Lawful Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 178 (17d10+85); SPD: 20 ft., fly 60 ft.; STR: 22 (+6); DEX: 17 (+3); CON: 21 (+5); INT: 12 (+1); WIS: 16 (+3); CHA: 17 (+3); SAVES: Str +10, Dex +7, Wis +7, Cha +7; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 13; LANG: Infernal, telepathy 120 ft.; CR 11

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage.

Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame: Ranged Spell Attack: +7 to hit, range 150 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.

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HOWLING HATRED INITIATE

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 13 (leather); HP: 9 (2d8); SPD: 30 ft.; STR: 10 (+0); DEX: 15 (+2); CON: 10 (+0); INT: 10 (+0); WIS: 9 (-1); CHA: 11 (+0); SKILLS: Deception +2, Religion +2, Stealth +4; SENSES: Standard, passive Perception 9; LANG: Common; CR 1/8

TRAITS

Guiding Wind (Recharges after a Short or Long Rest): As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.

Hold Breath: The initiate can hold its breath for 30 minutes.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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HOWLING HATRED PRIEST

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 15 (studded leather); HP: 45 (10d8); SPD: 30 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 10 (+0); INT: 14 (+2); WIS: 10 (+0); CHA: 14 (+2); SKILLS: Acrobatics +5, Intimidation +4, Religion +4; SENSES: Standard, passive Perception 10; LANG: Auran, Common; CR 2

TRAITS

Hold Breath: The priest can hold its breath for 30 minutes.

Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp
* 1st level (4 slots): featherfall, shield, witch bolt
* 2nd level (3 slots): dust devil, gust of wind
* 3rd level (2 slots): gaseous form

ACTIONS

Multiattack: The priest makes two melee attacks or two ranged attacks.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

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HULKING CRAB

Huge beast, (source: Storm Kings Thunder), Unaligned

AC: 17 (natural armor); HP: 76 (8d12+24); SPD: 20 ft., swim 30 ft.; STR: 19 (+4); DEX: 8 (-1); CON: 16 (+3); INT: 3 (-4); WIS: 11 (+0); CHA: 3 (-4); SKILLS: Stealth +2; SENSES: blindsight 30 ft., passive Perception 10; LANG: –; CR 5

TRAITS

Amphibious: The crab can breathe air and water.

Shell Camouflage: While the crab remains motionless with it’s eyestalks and pincers tucked close to it’s body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discren its true nature with a successful DC 15 intelligence (Nature) check.

ACTIONS

Multiattack: The aboleth makes three tentacle attacks.

Claw: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target

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HUNTER SHARK

Large beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 45 (6d10+12); SPD: swim 40 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 15 (+2); INT: 1 (-5); WIS: 10 (+0); CHA: 4 (-3); SKILLS: Perception +2; SENSES: darkvision 30 ft., passive Perception 12; CR 2

TRAITS

Blood Frenzy: The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing: The shark can breathe only underwater.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

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HURRICANE

Medium humanoid (human), Lawful Evil (source: Elemental Evil)

AC: 14; HP: 33 (6d8+6); SPD: 45 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 13 (+1); INT: 10 (+0); WIS: 12 (+1); CHA: 10 (+0); SKILLS: Acrobatics +5; SENSES: Standard, passive Perception 11; LANG: Auran, Common; CR 2

TRAITS

Spellcasting: The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): blade ward, gust, light, prestidigitation
* 1st level (4 slots): feather fall, jump, thunderwave
* 2nd level (2 slots): gust of wind

Unarmored Defense: While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Unarmored Movement: While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).

ACTIONS

Multiattack: The hurricane makes two melee attacks.

Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

REACTIONS

Deflect Missiles: When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10+9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.SPELLS – blade ward, gust (ee), light, prestidigitation, feather fall, jump, thunderwave, gust of wind

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HYDRA

Huge monstrosity, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 172 (15d12+75); SPD: 30 ft., swim 30 ft.; STR: 20 (+5); DEX: 12 (+1); CON: 20 (+5); INT: 2 (-4); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Perception +6; SENSES: darkvision 60 ft., passive Perception 16; CR 8

TRAITS

Hold Breath: The hydra can hold its breath for 1 hour.

Multiple Heads: The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads: For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful: While the hydra sleeps, at least one of its heads is awake.

ACTIONS

Multiattack: The hydra makes as many bite attacks as it has heads.

Bite: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.

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HYENA

Medium beast, Unaligned (source: Monster Manual)

AC: 11; HP: 5 (1d8+1); SPD: 50 ft.; STR: 11 (+0); DEX: 13 (+1); CON: 12 (+1); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 0

TRAITS

Pack Tactics: The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite: Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

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ICE DEVIL

Large fiend (devil), Lawful Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 180 (19d10+76); SPD: 40 ft.; STR: 21 (+5); DEX: 14 (+2); CON: 18 (+4); INT: 18 (+4); WIS: 15 (+2); CHA: 18 (+4); SAVES: Dex +7, Con +9, Wis +7, Cha +9; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 12; LANG: Infernal, telepathy 120 ft.; CR 14

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.

Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.

Tail: Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice: The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

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ICE DEVIL SPEAR

Large fiend (devil), Lawful Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 180 (19d10+76); SPD: 40 ft.; STR: 21 (+5); DEX: 14 (+2); CON: 18 (+4); INT: 18 (+4); WIS: 15 (+2); CHA: 18 (+4); SAVES: Dex +7, Con +9, Wis +7, Cha +9; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 12; LANG: Infernal, telepathy 120 ft.; CR 14

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes two attacks: one with its spear and one with its tail.

Ice Spear: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage.

Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage.

Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage.

Wall of Ice: The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

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ICE MEPHIT

Small elemental, Neutral Evil (source: Monster Manual)

AC: 11; HP: 21 (6d6); SPD: 30 ft., fly 30 ft.; STR: 7 (-2); DEX: 13 (+1); CON: 10 (+0); INT: 9 (-1); WIS: 11 (+0); CHA: 12 (+1); SKILLS: Perception +2, Stealth +3

Damage Vulnerabilities: bludgeoning, fire; DMG IMMUNE: cold, poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Aquan, Auran; CR 1/2

TRAITS

Death Burst: When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

Innate Spellcasting (1/Day): The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6): The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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ICE TOAD

Medium monstrosity, Neutral (source: Tyranny of Dragons)

AC: 12 (natural armor); HP: 32 (5d8+10); SPD: 30 ft., swim 30 ft.; STR: 13 (+1); DEX: 10 (+0); CON: 14 (+2); INT: 8 (-1); WIS: 10 (+0); CHA: 6 (-2); SKILLS: Perception +2; DMG IMMUNE: cold; SENSES: darkvision 60 ft., passive Perception 12; LANG: Ice Toad; CR 1

TRAITS

Amphibious: The toad can breathe air or water.

Cold Aura: Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.

Standing Leap: The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can’t bite another target.

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ILLITHILICH

Medium undead (source: Volo’s Guide), any evil alignment

AC: 17 (natural armor); HP: 135 (18d8+54); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 16 (+3); INT: 20 (+5); WIS: 14 (+2); CHA: 16 (+3); SAVES: Con +10, Int +12, Wis +9; SKILLS: Arcana +18, History +12, Insight +9, Perception +9; DMG RESIST: cold, lightning, necrotic; DMG IMMUNE: poison; bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned; SENSES: truesight 120 ft., passive Perception 19; LANG: Deep Speech, Undercommon, telepathy 120 ft.; CR 22

TRAITS

Legendary Resistance (3/Day): If the illithilich fails a saving throw, it can choose to succeed instead.

Rejuvenation: If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting: The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

* Cantrips (at will): mage hand, prestidigitation, ray of frost
* 1st level (4 slots): detect magic, magic missile, shield, thunderwave
* 2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, mirror image
* 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
* 4th level (3 slots): blight, dimension door
* 5th level (3 slots): cloudkill, scrying
* 6th level (1 slot): disintegrate, globe of invulnerability
* 7th level (1 slot): finger of death, plane shift
* 8th level (1 slot): dominate monster, power word stun
* 9th level (1 slot): power word kill

Turn Resistance: The illithilich has advantage on saving throws against any effect that turns undead.

Magic Resistance: The illithilich has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics): The illithilich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

ACTIONS

Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacles: Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGENDARY ACTION: (3/Turn): The illithilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The illithilich regains spent LEGENDARY ACTION: at the start of its turn.

LEGENDARY ACTION: Tentacles: The illithilich makes one attack with its tentacles.

LEGENDARY ACTION: Extract Brain (Costs 2 Actions): The illithilich uses Extract Brain.

LEGENDARY ACTION: Mind Blast (Costs 3 Actions): The illithilich recharges its Mind Blast and uses it.

LEGENDARY ACTION: Cast Spell (Costs 1-3 Actions): The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

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ILLUSIONIST

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 38 (7d8+7); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 13 (+1); INT: 16 (+3); WIS: 11 (+0); CHA: 12 (+1); SAVES: Int +5, Wis +2; SKILLS: Arcana +5, History +5; SENSES: Standard, passive Perception 10; LANG: any four languages; CR 3

TRAITS

Spellcasting: The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray

1st level (4 slots): color spray*, disguise self*, mage armor, magic missile

2nd level (3 slots): invisibility*, mirror image*, phantasmal force

3rd level (3 slots): major image*, phantom steed*

4th level (1 slot): phantasmal killer*

* Illusion spell of 1st level or higher

Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher): As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.

ACTIONS

Quarterstaff: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

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IMIX

Huge elemental, Neutral Evil (source: Elemental Evil)

AC: 17; HP: 325 (26d12+156); SPD: 50 ft., fly 50 ft.; STR: 19 (+4); DEX: 24 (+7); CON: 22 (+6); INT: 15 (+2); WIS: 16 (+3); CHA: 23 (+6); SAVES: Dex +14, Con +13, Cha +13; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: fire, poison; COND IMMUNE: charmed, frightened, paralyzed, petrified, poisoned, prone, restrained; SENSES: blindsight 120 ft., passive Perception 13; LANG: Common, Ignan; CR 19

TRAITS

Empowered Attacks: Imix’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Fire Aura: At the start of each of Imix’s turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him

Fire Form: Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.

Illumination: Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.

Legendary Resistance (3/Day): If Imix fails a saving throw, he can choose to succeed instead.

Innate Spellcasting: Imix’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

* At will: fireball, wall of fire

* 3/day each: fire storm, haste, teleport

Magic Resistance: Imix has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: Imix makes two slam attacks or two flame blast attacks.

Slam: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 18 (5d6) fire damage.

Flame Blast: Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.

Summon Elementals (1/Day): Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points.

LEGENDARY ACTION: Heat Wave: Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.

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IMP

Tiny fiend (devil), Lawful Evil (source: Monster Manual)

AC: 13; HP: 10 (3d4+3); SPD: 20 ft., fly 40 ft.; STR: 6 (-2); DEX: 17 (+3); CON: 13 (+1); INT: 11 (+0); WIS: 12 (+1); CHA: 14 (+2); SKILLS: Deception +4, Insight +3, Persuasion +4, Stealth +5; DMG RESIST: cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 11; LANG: Infernal, Common; CR 1

TRAITS

Shapechanger: The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Devil’s Sight: Magical darkness doesn’t impede the imp’s darkvision.

Magic Resistance: The imp has advantage on saving throws against spells and other magical effects.

Variant: Familiar: The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit’s Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.

ACTIONS

Sting (Bite in Beast Form): Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility: The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

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INTELLECT DEVOURER

Tiny aberration, Lawful Evil (source: Monster Manual)

AC: 12; HP: 21 (6d4+6); SPD: 40 ft.; STR: 6 (-2); DEX: 14 (+2); CON: 13 (+1); INT: 12 (+1); WIS: 11 (+0); CHA: 10 (+0); SKILLS: Perception +2, Stealth +4; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: blinded; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 12; LANG: understands Deep Speech but can’t speak, telepathy 60 ft.; CR 2

TRAITS

Detect Sentience: The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

ACTIONS

Multiattack: The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.

Devour Intellect: The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief: The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.

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INVISIBLE STALKER

Medium elemental, Neutral (source: Monster Manual)

AC: 14; HP: 104 (16d8+32); SPD: 50 ft., fly 50 ft. (hover); STR: 16 (+3); DEX: 19 (+4); CON: 14 (+2); INT: 10 (+0); WIS: 15 (+2); CHA: 11 (+0); SKILLS: Perception +8, Stealth +10; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; SENSES: darkvision 60 ft., passive Perception 18; LANG: Auran, understands Common but doesn’t speak it; CR 6

TRAITS

Invisibility: The stalker is invisible.

Faultless Tracker: The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

ACTIONS

Multiattack: The stalker makes two slam attacks.

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.

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IRON GOLEM

Large construct, Unaligned (source: Monster Manual)

AC: 20 (natural armor); HP: 210 (20d10+100); SPD: 30 ft.; STR: 24 (+7); DEX: 9 (-1); CON: 20 (+5); INT: 3 (-4); WIS: 11 (+0); CHA: 1 (-5); DMG IMMUNE: fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, petrified, poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: understands the languages of its creator but can’t speak; CR 16

TRAITS

Fire Absorption: Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form: The golem is immune to any spell or effect that would alter its form.

Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons: The golem’s weapon attacks are magical.

ACTIONS

Multiattack: The golem makes two melee attacks.

Slam: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

Sword: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage.

Poison Breath (Recharge 5-6): The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (l0d8) poison damage on a failed save, or half as much damage on a successful one.

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IXITXACHITL

Small aberration (source: Out of the Abyss), Chaotic Evil

AC: 15 (natural armor); HP: 18 (4d6+4); SPD: 0 ft., swim 30 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 13 (+1); INT: 12 (+1); WIS: 13 (+1); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 11; LANG: Abyssal, Ixitxachitl; CR 1/4

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

REACTIONS

Barbed Tail: When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

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IXITXACHITL CLERIC

Small aberration (source: Out of the Abyss), Chaotic Evil

AC: 15 (natural armor); HP: 18 (4d6+4); SPD: 0 ft., swim 30 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 13 (+1); INT: 12 (+1); WIS: 13 (+1); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 11; LANG: Abyssal, Ixitxachitl; CR 1/4

TRAITS

Spellcasting: The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy

1st level (4 slots): charm person, create or destroy water

2nd level (3 slots): hold person, silence

3rd level (2 slots): dispel magic, tongues

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

REACTIONS

Barbed Tail: When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

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IYMRITH, ANCIENT BLUE DRAGON

Gargantuan dragon, Lawful Evil (source: Monster Manual)

AC: 22 (natural armor); HP: 481 (26d20+208); SPD: 40 ft., burrow 40 ft., fly 80 ft.; STR: 29 (+9); DEX: 10 (+0); CON: 27 (+8); INT: 18 (+4); WIS: 17 (+3); CHA: 21 (+5); SAVES: Dex +7, Con +15, Wis +10, Cha +12; SKILLS: Perception +17, Stealth +7; DMG IMMUNE: lightning; SENSES: blindsight 60 ft., darkvision 120 ft., passive Perception 27; LANG: Common, Draconic, Giant, Terran; CR 23

TRAITS

Innate Spellcasting: Iymrith’s innate spellcasting ability is Charisma (spell save DC 20). Iymrith’s stone shape can create a living gargoyle instead of altering the stone as described in the spell description. She can innately cast the following spells, requiring no material components:

1/day: counterspell, detect magic, ice storm, stone shape, teleport

ACTIONS

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

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.

Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Change Shape: Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).

In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.

LEGENDARY ACTION: Detect: The dragon makes a Wisdom (Perception) check.

LEGENDARY ACTION: Tail Attack: The dragon makes a tail attack.

LEGENDARY ACTION: Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

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IZEK STRAZNI

Medium humanoid (human) (source: Curse of Strahd), Neutral Evil

AC: 14 (studded leather armor); HP: 112 (15d8+45); SPD: 30 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 9 (-1); CHA: 15 (+2); SKILLS: Intimidation +8, Perception +2; SENSES: Standard, passive Perception 12; LANG: Common; CR 5

TRAITS

Brute: A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).

ACTIONS

Multiattack: Izek makes two attacks with his battleaxe.

Battleaxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands.

Hurl Flame: Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.

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JACKAL

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 3 (1d6); SPD: 40 ft.; STR: 8 (-1); DEX: 15 (+2); CON: 11 (+0); INT: 3 (-4); WIS: 12 (+1); CHA: 6 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 0

TRAITS

Keen Hearing and Smell: The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.

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JACKALWERE

Medium humanoid (shapechanger), Chaotic Evil (source: Monster Manual)

AC: 12; HP: 18 (4d8); SPD: 40 ft.; STR: 11 (+0); DEX: 15 (+2); CON: 11 (+0); INT: 13 (+1); WIS: 11 (+0); CHA: 10 (+0); SKILLS: Deception +4, Perception +2, Stealth +4; DMG IMMUNE: bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silveredSenses: Standard, passive Perception 12; LANG: Common (can’t speak in jackal form); CR 1/2

TRAITS

Shapechanger: The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn ‘t transformed. It reverts to its true form if it dies.

Keen Hearing and Smell: The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The jackalwere has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Bite (Jackal or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Scimitar (Human or Hybrid Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

Sleep Gaze: The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.

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JAMNA GLEAMSILVER

Small humanoid (gnome) (source: Tyranny of Dragons), Neutral

AC: 15 (leather armor); HP: 22 (4d6+8); SPD: 25 ft.; STR: 8 (-1); DEX: 17 (+3); CON: 14 (+2); INT: 15 (+2); WIS: 10 (+0); CHA: 12 (+1); SAVES: Dex +5, Int +4; SKILLS: Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7; SENSES: darkvision 60 ft., passive Perception 14; LANG: Common, Gnomish, Goblin, Sylvan; CR 1

TRAITS

Cunning Action: Jamna can take a bonus action to take the Dash, Disengage, or Hide action.

Gnome Cunning: Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic.

Spellcasting: Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.

* Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
* 1st level (3 slots): charm person, color spray, disguise self, longstrider

ACTIONS

Multiattack: Jamna attacks twice with her shortswords.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, or 9 (1d6+3) plus (1d6) piercing damage if the target is Medium or larger.

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JUIBLEX

Huge fiend (demon) (source: Out of the Abyss), Chaotic Evil

AC: 18 (natural armor); HP: 350 (28d12+168); SPD: 30 ft.; STR: 24 (+7); DEX: 10 (+0); CON: 23 (+6); INT: 20 (+5); WIS: 20 (+5); CHA: 16 (+3); SAVES: Dex +7, Con +13, Wis +12; SKILLS: Perception +12; DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; bludgeoning, piercing, and slashing that is nonmagical; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious; SENSES: truesight 120 ft., passive Perception 22; LANG: all, telepathy 120 ft.; CR 23

TRAITS

Foul: Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn.

Innate Spellcasting: Juiblex’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:

At will: acid splash (17th level), detect magic

3/day each: blight, contagion, gaseous form

Legendary Resistance (3/Day): If Juiblex fails a saving throw, it can choose to succeed instead.

Magic Resistance: Juiblex has advantage on saving throws against spell and other magic effects.

Magic Weapon: Juiblex’s weapon attacks are magical.

Regeneration: Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Spider Climb: Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack: Juiblex makes three acid lash attacks.

Acid Lash: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) acid damage. Any creature killed by this attack is drawn into Juiblex’s body, and the corpse is obliterated after 1 minute.

Eject Slime (Recharge 5—6): Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.

LEGENDARY ACTIONS

Juiblex can take 3 legendary actions, choosing from the options below, Only one legendary action option can be used at a time and only at the end of another creature’s turn. Juiblex regains spent LEGENDARY ACTION: at the start of its turn.

LEGENDARY ACTION: Acid Splash: Juiblex casts acid splash.

LEGENDARY ACTION: Attack: Juiblex makes one acid lash attack.

LEGENDARY ACTION: Corrupting Touch (Costs 2 Actions): Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6+ 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while Within 10 of the target.

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KENKU

Medium humanoid (kenku), Chaotic Neutral (source: Monster Manual)

AC: 13; HP: 13 (3d8); SPD: 30 ft.; STR: 10 (+0); DEX: 16 (+3); CON: 10 (+0); INT: 11 (+0); WIS: 10 (+0); CHA: 10 (+0); SKILLS: Deception +4, Perception +2, Stealth +5; SENSES: Standard, passive Perception 12; LANG: understands Auran and Common but speaks only through the use of its Mimicry trait; CR 1/4

TRAITS

Ambusher: In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised

Mimicry: The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

ACTIONS

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

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KI-RIN

Huge celestial (source: Volo’s Guide), Lawful Good

AC: 20 (natural armor); HP: 152 (16d12+48); SPD: 60 ft., fly 120 ft. (hover); STR: 21 (+5); DEX: 16 (+3); CON: 16 (+3); INT: 19 (+4); WIS: 20 (+5); CHA: 20 (+5); SKILLS: Insight +9, Perception +9, Religion +8; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: blindsight 30 ft., darkvision 120 ft., passive Perception 19; LANG: all, telepathy 120 ft.; CR 12

TRAITS

Innate Spellcasting: The ki-rin’s innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:

At will: gaseous form, major image (6th-level version), wind walk

1/day: create food and water

Legendary Resistance (3/Day): If the ki-rin fails a saving throw, it can choose to succeed instead.

Magic Resistance: The ki-rin has advantage on saving throws against spells and other magical effects.

Magic Weapons: The ki-rin’s weapon attacks are magical.

Spellcasting: The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary

2nd level (3 slots): calm emotions, lesser restoration, silence

3rd level (3 slots): dispel magic, remove curse, sending

4th level (3 slots): banishment, freedom of movement, guardian of faith

5th level (3 slots): greater restoration, mass cure wounds, scrying

6th level (1 slot): heroes’ feast, true seeing

7th level (1 slot): etherealness, plane shift

8th level (1 slot): control weather

9th level (1 slot): true resurrection

ACTIONS

Multiattack: The ki-rin makes three attacks: two with its hooves and one with its horn.

Hoof: Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage.

Horn: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.

LEGENDARY ACTION: (3/Turn): The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ki-rin regains spent LEGENDARY ACTION: at the start of its turn.

LEGENDARY ACTION: Detect: The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.

LEGENDARY ACTION: Smite: The ki-rin makes a hoof attack or casts sacred flame.

LEGENDARY ACTION: Move: The ki-rin moves up to its half its speed without provoking opportunity attacks.

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KILLER WHALE

Huge beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 90 (12d12+12); SPD: swim 60 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 13 (+1); INT: 3 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: blindsight 120 ft., passive Perception 13; CR 3

TRAITS

Echolocation: The whale can’t use its blindsight while deafened.

Hold Breath: The whale can hold its breath for 30 minutes

Keen Hearing: The whale has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage.

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KNIGHT

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 18 (plate); HP: 52 (8d8+16); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 11 (+0); CHA: 15 (+2); SAVES: Con +4, Wis +2; SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 3

TRAITS

Brave: The knight has advantage on saving throws against being frightened.

ACTIONS

Multiattack: The knight makes two melee attacks.

Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest): For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

REACTIONS

Parry: The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

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KOBOLD

Small humanoid (kobold), Lawful Evil (source: Monster Manual)

AC: 12; HP: 5 (2d6-2); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 9 (-1); INT: 8 (-1); WIS: 7 (-2); CHA: 8 (-1); SENSES: darkvision 60 ft., passive Perception 8; LANG: Common, Draconic; CR 1/8

TRAITS

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

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KOBOLD DRAGONSHIELD

Small humanoid (kobold) (source: Volo’s Guide), Lawful evil

AC: 15 (leather armor, shield); HP: 44 (8d6+16); SPD: 20 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 14 (+2); INT: 8 (-1); WIS: 9 (-1); CHA: 10 (+0); SKILLS: Perception +1; SENSES: darkvision 60 ft., passive Perception 11; LANG: Common, Draconic; CR 1

TRAITS

Dragon’s Resistance: The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green).

Heart of the Dragon: If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.

Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The kobold makes two melee attacks.

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (ld6+l) piercing damage, or 5 (ld8+l) piercing damage if used with two hands to make a melee attack.

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KOBOLD INVENTOR

Small humanoid (kobold) (source: Volo’s Guide), Lawful evil

AC: 12; HP: 13 (3d6+3); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 12 (+1); INT: 8 (-1); WIS: 7 (-2); CHA: 8 (-1); SKILLS: Perception +0; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Draconic; CR 1/4

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Weapon Invention: The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:

1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.

2. Alchemist’s fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

3. Basket of Centipedes. The kobold throws a small basket into a S-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.

4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined S-foot-square section of wall or floor within 5 feet of the target.

5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.

6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.

8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.

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KOBOLD SCALE SORCERER

Small humanoid (kobold) (source: Volo’s Guide), Lawful evil

AC: 15 (natural armor); HP: 27 (5d6+10); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 14 (+2); INT: 10 (+0); WIS: 9 (-1); CHA: 14 (+2); SKILLS: Arcana +2, Medicine +1; SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Draconic; CR 1

TRAITS

Spellcasting: The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mage hand, mending, poison spray

1st level (4 slots): charm person, chromatic orb, expeditious retreat

2nd level (2 slots): scorching ray

Sorcery Points: Sorcery Points. The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.

Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.

Pack Tactics: The kobold has advantage on an attack roll against a creature it at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage.

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KORRED

Small fey (source: Volo’s Guide), Chaotic Neutral

AC: 17 (natural armor); HP: 102 (12d6+60); SPD: 30 ft., burrow 30 ft.; STR: 23 (+6); DEX: 14 (+2); CON: 20 (+5); INT: 10 (+0); WIS: 15 (+2); CHA: 9 (-1); SKILLS: Athletics +9, Perception +5, Stealth +5; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical attacks; SENSES: darkvision 120 ft., tremorsense 120 ft., passive Perception 15; LANG: Dwarvish, Gnomish, Sylvan, Terran, Undercommon; CR 7

TRAITS

Command Hair: The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.

A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.

Innate Spellcasting: The korred’s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:

At will: commune with nature, meld into stone, stone shape

1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance

Stone Camouflage: The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Stone’s Strength: While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).

ACTIONS

Multiattack: The korred makes two attacks with its greatclub or hurls two rocks.

Greatclub: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground.

Rock: Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground.

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KRAKEN

Gargantuan monstrosity (titan), Chaotic Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 472 (27d20+189); SPD: 20 ft., swim 60 ft.; STR: 30 (+10); DEX: 11 (+0); CON: 25 (+7); INT: 22 (+6); WIS: 18 (+4); CHA: 20 (+5); SAVES: Str +17, Dex +7, Con +14, Int +13, Wis +11; DMG IMMUNE: lightning, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: frightened, paralyzed; SENSES: truesight 120 ft., passive Perception 14; LANG: understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft.; CR 23

TRAITS

Amphibious: The kraken can breathe air and water.

Freedom of Movement: The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster: The kraken deals double damage to objects and structures.

ACTIONS

Multiattack: The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken’s turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle: Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling: One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction 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. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm: The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Tentacle Attack or Fling: The kraken makes one tentacle attack or uses its Fling.

LEGENDARY ACTION: Lightning Storm (Costs 2 Actions): The kraken uses Lightning Storm.

LEGENDARY ACTION: Ink Cloud (Costs 3 Actions): While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.

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KRAKEN PRIEST

Medium humanoid (any race) (source: Volo’s Guide), any evil alignment

AC: 10; HP: 75 (10d8+30); SPD: 30 ft., swim 30 ft.; STR: 12 (+1); DEX: 10 (+0); CON: 16 (+3); INT: 10 (+0); WIS: 15 (+2); CHA: 14 (+2); SKILLS: Perception +5; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical attacks; SENSES: Standard, passive Perception 15; LANG: any two languages; CR 5

TRAITS

Amphibious: The priest can breathe air and water.

Innate Spellcasting: The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: command, create or destroy water

3/day each: control water, darkness, water breathing, water walk

1/day each: call lightning, Evard’s black tentacles

ACTIONS

Thunderous Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.

Voice of the Kraken (Recharges after a Short or Long Rest): A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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KUO-TOA

Medium humanoid (kuo-toa), Neutral Evil (source: Monster Manual)

AC: 13 (natural armor, shield); HP: 18 (4d8); SPD: 30 ft., swim 30 ft.; STR: 13 (+1); DEX: 10 (+0); CON: 11 (+0); INT: 11 (+0); WIS: 10 (+0); CHA: 8 (-1); SKILLS: Perception +4; SENSES: darkvision 120 ft., passive Perception 14; LANG: Undercommon; CR 1/4

TRAITS

Amphibious: The kuo-toa can breathe air and water.

Otherwordly Perception: The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity: While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

Net: Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

REACTIONS

Sticky Shield: When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

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KUO-TOA ARCHPRIEST

Medium humanoid (kuo-toa), Neutral Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 97 (13d8+39); SPD: 31 ft., swim 30 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 16 (+3); INT: 13 (+1); WIS: 16 (+3); CHA: 14 (+2); SKILLS: Perception +9, Religion +6; SENSES: darkvision 120 ft., passive Perception 19; LANG: Undercommon; CR 6

TRAITS

Amphibious: The kuo-toa can breathe air and water.

Otherwordly Perception: The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity: While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting: The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

* Cantrips (at will): guidance, sacred flame, thaumaturgy
* 1st level (4 slots): detect magic, sanctuary, shield of faith
* 2nd level (3 slots): hold person, spiritual weapon
* 3rd level (3 slots): spirit guardians, tongues
* 4th level (3 slots): control water, divination
* 5th level (2 slots): mass cure wounds, scrying

ACTIONS

Multiattack: The kuo-toa makes two melee attacks.

Scepter: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 14 (4d6) lightning damage.

Unarmed Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

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KUO-TOA MONITOR

Medium humanoid (kuo-toa), Neutral Evil (source: Monster Manual)

AC: 13 (natural armor, unarmored defense); HP: 65 (10d8+20); SPD: 33 ft., swim 30 ft.; STR: 14 (+2); DEX: 10 (+0); CON: 14 (+2); INT: 12 (+1); WIS: 14 (+2); CHA: 11 (+0); SKILLS: Perception +6, Religion +4; SENSES: darkvision 120 ft., passive Perception 16; LANG: Undercommon; CR 2

TRAITS

Amphibious: The kuo-toa can breathe air and water.

Otherwordly Perception: The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity: While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unarmored Defense: The kuo-toa adds its Wisdom modifier to its armor class.

ACTIONS

Multiattack: The kuo-toa makes one bite attack and two unarmed strikes.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Unarmed Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can’t take reactions until the end of the kuo-toa’s next turn.

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KUO-TOA WHIP

Medium humanoid (kuo-toa), Neutral Evil (source: Monster Manual)

AC: 11 (natural armor); HP: 65 (10d8+20); SPD: 32 ft., swim 30 ft.; STR: 14 (+2); DEX: 10 (+0); CON: 14 (+2); INT: 12 (+1); WIS: 14 (+2); CHA: 11 (+0); SKILLS: Perception +6, Religion +4; SENSES: darkvision 120 ft., passive Perception 16; LANG: Undercommon; CR 1

TRAITS

Amphibious: The kuo-toa can breathe air and water.

Otherwordly Perception: The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity: While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting: The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

* Cantrips (at will): sacred flame, thaumaturgy
* 1st level (3 slots): bane, shield of faith

ACTIONS

Multiattack: The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Pincer Staff: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can’t use its pincer staff on another target.

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LAMIA

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 97 (13d10+26); SPD: 30 ft.; STR: 16 (+3); DEX: 13 (+1); CON: 15 (+2); INT: 14 (+2); WIS: 15 (+2); CHA: 16 (+3); SKILLS: Deception +7, Insight +4, Stealth +3; SENSES: darkvision 60 ft., passive Perception 12; LANG: Abyssal, Common; CR 4

TRAITS

Innate Spellcasting: The lamia’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas

ACTIONS

Multiattack: The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage.

Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Intoxicating Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.

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LANGDEDROSA CYANWRATH

Medium humanoid (half-dragon) (source: Tyranny of Dragons), Lawful evil

AC: 17 (splint); HP: 57 (6d12+18); SPD: 30 ft.; STR: 19 (+4); DEX: 13 (+1); CON: 16 (+3); INT: 10 (+0); WIS: 14 (+2); CHA: 12 (+1); SAVES: Str +6, Con +5; SKILLS: Athletics +6, Intimidation +3, Perception +4; DMG RESIST: lightning; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Common, Draconic; CR 4

TRAITS

Action Surge (Recharges on a Short or Long Rest): On his turn, Langdedrosa can take one additional action.

Improved Critical: Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20.

ACTIONS

Multiattack: Langdedrosa attacks twice, either with his greatsword or spear.

Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6+4) piercing damage.

Lightning Breath (Recharge 5-6): Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

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LEMURE

Medium fiend (devil), Lawful Evil (source: Monster Manual)

AC: 7; HP: 13 (3d8); SPD: 15 ft.; STR: 10 (+0); DEX: 5 (-3); CON: 11 (+0); INT: 1 (-5); WIS: 11 (+0); CHA: 3 (-4); DMG RESIST: cold; DMG IMMUNE: fire, poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: understands infernal but can’t speak; CR 0

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the lemure’s darkvision.

Hellish Rejuvenation: A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

ACTIONS

Fist: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage

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LEUCROTTA

Large monstrosity (source: Volo’s Guide), Chaotic Evil

AC: 14 (natural armor); HP: 67 (9d10+18); SPD: 50 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 15 (+2); INT: 9 (-1); WIS: 12 (+1); CHA: 6 (-2); SKILLS: Deception +2, Perception +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Abyssal, Gnoll; CR 3

TRAITS

Keen Smell: The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.

Kicking Retreat: If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.

Mimicry: The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Rampage: When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.

ACTIONS

Multiattack: The leucrotta makes two attacks: one with its bite and one with its hooves.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

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LICH

Medium undead (source: Monster Manual), any evil alignment

AC: 17 (natural armor); HP: 135 (18d8+54); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 16 (+3); INT: 20 (+5); WIS: 14 (+2); CHA: 16 (+3); SAVES: Con +10, Int +12, Wis +9; SKILLS: Arcana +18, History +12, Insight +9, Perception +9; DMG RESIST: cold, lightning, necrotic; DMG IMMUNE: poison, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned; SENSES: truesight 120 ft., passive Perception 19; LANG: Common plus up to five other languages; CR 21

TRAITS

Legendary Resistance (3/Day): If the lich fails a saving throw, it can choose to succeed instead.

Rejuvenation: If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting: The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

* Cantrips (at will): mage hand, prestidigitation, ray of frost
* 1st level (4 slots): detect magic, magic missile, shield, thunderwave
* 2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, mirror image
* 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
* 4th level (3 slots): blight, dimension door
* 5th level (3 slots): cloudkill, scrying
* 6th level (1 slot): disintegrate, globe of invulnerability
* 7th level (1 slot): finger of death, plane shift
* 8th level (1 slot): dominate monster, power word stun
* 9th level (1 slot): power word kill

Turn Resistance: The lich has advantage on saving throws against any effect that turns undead.

ACTIONS

Paralyzing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGENDARY ACTION: Cantrip: The lich casts a cantrip.

LEGENDARY ACTION: Paralyzing Touch (Costs 2 Actions): The lich uses its Paralyzing Touch.

LEGENDARY ACTION: Frightening Gaze (Costs 2 Actions): The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the lich’s gaze for the next 24 hours.

LEGENDARY ACTION: Disrupt Life (Costs 3 Actions): Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

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LIFFERLAS

Huge plant, (source: Storm Kings Thunder), Unaligned

AC: 13 (natural armor); HP: 59 (7d12+14); SPD: 20 ft.; STR: 19 (+4); DEX: 6 (-2); CON: 15 (+2); INT: 10 (+0); WIS: 10 (+0); CHA: 7 (-2); DMG RESIST: blugdeoning, piercing

Damage Vulnerabilities: fire; SENSES: Standard, passive Perception 10; LANG: Common; CR 0

TRAITS

False Appearance: While Lifferlas remains motionless, it is indistinguishable from a normal tree.

ACTIONS

Multiattack: Lifferlas makes two slam attacks.

Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

Roleplaying Information: A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their name and initials into his body and hang from his boughs, and he’s happy with that.

Ideal: “I exist to protect the people and plants of Goldenfields.”

Bond: “Children are wonderful. I would do anything to make them feel happy and safe.”

Flaw: “I can’t remember people’s names and often get them mixed up.”

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LION

Large beast, Unaligned (source: Monster Manual)

AC: 12; HP: 26 (4d10+4); SPD: 50 ft.; STR: 17 (+3); DEX: 15 (+2); CON: 13 (+1); INT: 3 (-4); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +3, Stealth +6; SENSES: Standard, passive Perception 13; CR 1

TRAITS

Keen Smell: The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics: The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Pounce: If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Running Leap: With a 10-foot running start, the lion can long jump up to 25 ft..

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

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LIZARD

Tiny beast, Unaligned (source: Monster Manual)

AC: 10; HP: 2 (1d4); SPD: 20 ft., climb 20 ft.; STR: 2 (-4); DEX: 11 (+0); CON: 10 (+0); INT: 1 (-5); WIS: 8 (-1); CHA: 3 (-4); SENSES: darkvision 30 ft., passive Perception 9; CR 0

ACTIONS

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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LIZARD KING/QUEEN

Medium humanoid (lizardfolk), Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 78 (12d8+24); SPD: 30 ft., swim 30 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 15 (+2); INT: 11 (+0); WIS: 11 (+0); CHA: 15 (+2); SAVES: Con +4, Wis +2; SKILLS: Perception +4, Stealth +5, Survival +4; COND IMMUNE: frightened; SENSES: darkvision 60 ft., passive Perception 14; LANG: Abyssal, Draconic; CR 4

TRAITS

Hold Breath: The lizardfolk can hold its breath for 15 minutes.

Skewer: Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.

ACTIONS

Multiattack: The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.

Trident: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.

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LIZARDFOLK

Medium humanoid (lizardfolk), Neutral (source: Monster Manual)

AC: 15 (natural armor, shield); HP: 22 (4d8+4); SPD: 30 ft., swim 30 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 7 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +4, Survival +5; SENSES: Standard, passive Perception 13; LANG: Draconic; CR 1/2

TRAITS

Hold Breath: The lizardfolk can hold its breath for 15 minutes.

ACTIONS

Multiattack: The lizardfolk makes two melee attacks, each one with a different weapon.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Heavy Club: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Javelin: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Spiked Shield: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

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LIZARDFOLK SHAMAN

Medium humanoid (lizardfolk), Neutral (source: Monster Manual)

AC: 13 (natural armor); HP: 27 (5d8+5); SPD: 30 ft., swim 30 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 10 (+0); WIS: 15 (+2); CHA: 8 (-1); SKILLS: Perception +4, Stealth +4, Survival +6; SENSES: Standard, passive Perception 14; LANG: Draconic; CR 2

TRAITS

Hold Breath: The lizardfolk can hold its breath for 15 minutes.

Spellcasting (Lizardfolk Form Only): The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:

* Cantrips (at will): druidcraft, produce flame, thorn whip
* 1st level (4 slots): entangle, fog cloud
* 2nd level (3 slots): heat metal, spike growth
* 3rd level (2 slots): conjure animals (reptiles only), plant growth

ACTIONS

Multiattack (Lizardfolk Form Only): The lizardfolk makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends.

Claws (Lizardfolk Form Only): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Change Shape (Recharges after a Short or Long Rest): The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

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MADAM EVA

Medium humanoid (human) (source: Curse of Strahd), Chaotic Neutral

AC: 10; HP: 88 (16d8+16); SPD: 20 ft.; STR: 8 (-1); DEX: 11 (+0); CON: 12 (+1); INT: 17 (+3); WIS: 20 (+5); CHA: 18 (+4); SAVES: Con +5; SKILLS: Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7; SENSES: Standard, passive Perception 19; LANG: Abyssal, Common, Elvish, Infernal; CR 10

TRAITS

Spellcasting: Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared:

* Cantrips (at will): light, mending, sacred flame, thaumaturgy
* 1st level (4 slots): bane, command, detect evil and good, protection from evil and good
* 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
* 3rd level (3 slots): create food and water, speak with dead, spirit guardians
* 4th level (3 slots): divination, freedom of movement, guardians of faith
* 5th level (2 slots): greater restoration, raise dead
* 6th level (1 slot): find the path, harm, true seeing
* 7th level (1 slot): fire storm, regenerate
* 8th level (1 slot): earthquake

ACTIONS

Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Curse (Recharges after a Long Rest): Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.

Evil Eye (Recharges after a Short or Long Rest): Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.

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MAEGERA THE DAWN TITAN

Gargantuan elemental, (source: Storm Kings Thunder), Chaotic Evil

AC: 16; HP: 341 (22d20+110); SPD: 50 ft..; STR: 21 (+5); DEX: 22 (+6); CON: 20 (+5); INT: 10 (+0); WIS: 10 (+0); CHA: 19 (+4); SAVES: Con +12, Wis +7, Cha +11; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: fire, poison; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: blindsight 120 ft., passive Perception 10; LANG: Ignan; CR 23

TRAITS

Empowered Attacks: Maegera’s slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.

Fire Aura: At the start of each of Maegera’s turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it.

Fire Form: Maegera can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space.

Illumination: Maegera sheds bright light in a 120-foot radius and dim light in an additional 120 ft..

Innate Spellcasting: Maegera’s can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera’s spell casting ability is Charisma.

Magic Resistance: Maegera has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: Maegera makes three slam attacks.

Slam: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 35 (10d6) fire damage

LEGENDARY ACTION: Quench Magic: Maegera targets one creature that it can see within 60 feet of it. Any resistence or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera’s next turn.

LEGENDARY ACTION: Smoke Cloud (Costs 2 Actions): Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely in the cloud are blinded and can’t be seen.

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MAGE

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 12 (15 with mage armor); HP: 40 (9d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +6, Wis +4; SKILLS: Arcana +6, History +6; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 6

TRAITS

Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:

* Cantrips (at will): fire bolt, light, mage hand, prestidigitation
* 1st level (4 slots): detect magic, mage armor, magic missile, shield
* 2nd level (3 slots): misty step, suggestion
* 3rd level (3 slots): counterspell, fireball, fly
* 4th level (3 slots): greater invisibility, ice storm
* 5th level (1 slot): cone of cold

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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MAGMA MEPHIT

Small elemental, Neutral Evil (source: Monster Manual)

AC: 11; HP: 22 (5d6+5); SPD: 30 ft., fly 30 ft.; STR: 8 (-1); DEX: 12 (+1); CON: 12 (+1); INT: 7 (-2); WIS: 10 (+0); CHA: 10 (+0); SKILLS: Stealth +3

Damage Vulnerabilities: cold; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Ignan, Terran; CR 1/2

TRAITS

Death Burst: When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.

Innate Spellcasting (1/Day): The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.

Fire Breath (Recharge 6): The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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MAGMIN

Small elemental, Chaotic Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 9 (2d6+2); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 12 (+1); INT: 8 (-1); WIS: 11 (+0); CHA: 10 (+0); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: fire; SENSES: darkvision 60 ft., passive Perception 10; LANG: Ignan; CR 1/2

TRAITS

Death Burst: When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.

Ignited Illumination: As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

ACTIONS

Touch: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.

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MALE STEEDER

Medium beast (source: Out of the Abyss), Unaligned

AC: 12 (natural armor); HP: 13 (2d8+4); SPD: 30 ft., climb 30 ft.; STR: 15 (+2); DEX: 12 (+1); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); SKILLS: Stealth +5; SENSES: darkvision 120 ft., passive Perception 10; LANG: -; CR 1/4

TRAITS

Spider Climb: The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Leap: The steeder can expend all its movement on its turn to jump up to 60 feet vertically or horizontally, provided that is speed is at least 30 feet.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.

Sticky Leg (Recharges when the Steeder Has No Creatures Grappled: Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck ot the steeder’s leg and grappled until it escapes (escape DC 12)

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MAMMOTH

Huge beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 126 (11d12+55); SPD: 40 ft.; STR: 24 (+7); DEX: 9 (-1); CON: 21 (+5); INT: 3 (-4); WIS: 11 (+0); CHA: 6 (-2); SENSES: Standard, passive Perception 10; CR 6

TRAITS

Trampling Charge: If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

ACTIONS

Gore: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage.

Stomp: Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage.

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MANES

Small fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 9 (natural armor); HP: 9 (2d6+2); SPD: 20 ft.; STR: 10 (+0); DEX: 9 (-1); CON: 13 (+1); INT: 3 (-4); WIS: 8 (-1); CHA: 4 (-3); DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands Abyssal but can’t speak; CR 1/8

ACTIONS

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

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MANTICORE

Large monstrosity, Lawful Evil (source: Monster Manual)

AC: 14 (natural armor); HP: 68 (8d10+24); SPD: 30 ft., fly 50 ft.; STR: 17 (+3); DEX: 16 (+3); CON: 17 (+3); INT: 7 (-2); WIS: 12 (+1); CHA: 8 (-1); SENSES: darkvision 60 ft., passive Perception 11; CR 3

TRAITS

Tail Spike Regrowth: The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

ACTIONS

Multiattack: The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Tail Spike: Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage.

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MARID

Large elemental, Chaotic Neutral (source: Monster Manual)

AC: 17 (natural armor); HP: 229 (17d10+136); SPD: 30 ft., fly 60 ft., swim 90 ft.; STR: 22 (+6); DEX: 12 (+1); CON: 26 (+8); INT: 18 (+4); WIS: 17 (+3); CHA: 18 (+4); SAVES: Dex +5, Wis +7, Cha +8; DMG RESIST: acid, cold, lightning; SENSES: blindsight 30 ft., darkvision 120 ft., passive Perception 13; LANG: Aquan; CR 11

TRAITS

Amphibious: The marid can breathe air and water.

Elemental Demise: If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.

Innate Spellcasting: The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink

3/day each: tongues, water breathing, water walk

1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift

Variant: Genie Powers: Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.

Disguises.

Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.

Wishes.

The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence.

To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit.

ACTIONS

Multiattack: The marid makes two trident attacks.

Trident: Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage, or 15 (2d8+6) piercing damage if used with two hands to make a melee attack.

Water Jet: The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.

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MARILITH

Large fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 189 (18d10+90); SPD: 40 ft.; STR: 18 (+4); DEX: 20 (+5); CON: 20 (+5); INT: 18 (+4); WIS: 16 (+3); CHA: 20 (+5); SAVES: Str +9, Con +10, Wis +8, Cha +10; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: truesight 120 ft., passive Perception 13; LANG: Abyssal, telepathy 120 ft.; CR 16

TRAITS

Magic Resistance: The marilith has advantage on saving throws against spells and other magical effects.

Magic Weapons: The marilith’s weapon attacks are magical.

Reactive: The marilith can take one reaction on every turn in combat.

ACTIONS

Multiattack: The marilith can make seven attacks: six with its longswords and one with its tail.

Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Tail: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.

Teleport: The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

REACTIONS

Parry: The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

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MARKHAM SOUTHWELL

Medium humanoid (Turami human), (source: Storm Kings Thunder), Lawful Good

AC: 17 (splint); HP: 58 (9d8+18); SPD: 30 ft.; STR: 15 (+2); DEX: 13 (+1); CON: 14 (+2); INT: 11 (+0); WIS: 16 (+3); CHA: 14 (+2); SKILLS: Perception +5, Survival +5; SENSES: Standard, passive Perception 16; LANG: Common; CR 0

ACTIONS

Multiattack: Markham makes two melee attacks.

Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.

Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. Markham carries twenty crossbow bolts.

Roleplaying Information: Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.

Ideal: “All people deserve to be treated with dignity.”

Bond: “Duvessa is a natural leader, but she needs help. That’s my job.”

Flaw: “I bury my emotions and have no interest in small talk.”

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MARLOS URNRAYLE

Medium monstrosity, Neutral Evil (source: Elemental Evil)

AC: 15 (natural armor); HP: 136 (16d8+64); SPD: 30 ft.; STR: 17 (+3); DEX: 11 (+0); CON: 18 (+4); INT: 12 (+1); WIS: 13 (+1); CHA: 17 (+3); SKILLS: Arcana +4, Deception +6, Perception +4; DMG RESIST: acid; SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 14; LANG: Common, Terran; CR 8

TRAITS

Earthen Defeat: When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.

Earth Passage: Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied.

Legendary Resistance (2/Day): If Marlos fails a saving throw, he can choose to succeed instead.

Petrifying Gaze: When a creature that can see Marlos’s eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.

If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.

ACTIONS

Multiattack: Marlos makes three melee attacks, one with his snake hair and two with Ironfang.

Snake Hair: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 14 (4d6) poison damage.

Ironfang: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) thunder damage.

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MARTIAL ARTS ADEPT

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 16; HP: 60 (11d8+11); SPD: 40 ft.; STR: 11 (+0); DEX: 17 (+3); CON: 13 (+1); INT: 11 (+0); WIS: 16 (+3); CHA: 10 (+0); SKILLS: Acrobatics +5, Insight +5, Stealth +5; SENSES: Standard, passive Perception 13; LANG: any one language (usually Common); CR 3

TRAITS

Unarmored Defense: While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

ACTIONS

Multiattack: The adept makes three unarmed strikes or three dart attacks.

Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

* The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).

* The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.

* The target must succeed on a DC 13 Constitution saving throw or be stunned until the end ot’the adept’s next turn.

ACTIONS

Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.

REACTIONS

Deflect Missile: In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.

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MASTER THIEF

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 16 (studded leather armor); HP: 83 (13d8+26); SPD: 30 ft.; STR: 11 (+0); DEX: 18 (+4); CON: 14 (+2); INT: 11 (+0); WIS: 11 (+0); CHA: 12 (+1); SAVES: Dex +7, Int +3; SKILLS: Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7; SENSES: Standard, passive Perception 13; LANG: any one language (usually Common) plus thieves’ cant; CR 5

TRAITS

Cunning Action: On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion: If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn): The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack: The thief makes three attacks with its shortsword.

Shortsword: Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.

Light Crossbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.

REACTIONS

Uncanny Dodge: The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.

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MASTIFF

Medium beast, Unaligned (source: Monster Manual)

AC: 12; HP: 5 (1d8+1); SPD: 40 ft.; STR: 13 (+1); DEX: 14 (+2); CON: 12 (+1); INT: 3 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 1/8

TRAITS

Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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MAW DEMON

Medium fiend (demon) (source: Volo’s Guide), Chaotic Evil

AC: 13 (natural armor); HP: 33 (6d8+6); SPD: 30 ft.; STR: 14 (+2); DEX: 8 (-1); CON: 13 (+1); INT: 5 (-3); WIS: 8 (-1); CHA: 5 (-3); DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands Abyssal but can’t speak; CR 1

TRAITS

Rampage: When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

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MEDUSA

Medium monstrosity, Lawful Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 127 (17d8+51); SPD: 30 ft.; STR: 10 (+0); DEX: 15 (+2); CON: 16 (+3); INT: 12 (+1); WIS: 13 (+1); CHA: 15 (+2); SKILLS: Deception +5, Insight +4, Perception +4, Stealth +5; SENSES: darkvision 60 ft., passive Perception 14; LANG: Common; CR 6

TRAITS

Petrifying Gaze: When a creature that can see the medusa’s eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

ACTIONS

Multiattack: The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.

Snake Hair: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.

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MEENLOCK

Small fey (source: Volo’s Guide), Neutral Evil

AC: 15 (natural armor); HP: 31 (7d6+7); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 10 (+0); CHA: 8 (-1); SKILLS: Perception +4, Stealth +6, Survival +2; COND IMMUNE: frightened; SENSES: darkvision 120 ft., passive Perception 14; LANG: telepathy 120 ft.; CR 2

TRAITS

Fear Aura: Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn.

Light Sensitivity: While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Teleport (Recharge 5-6): As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

ACTIONS

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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MERFOLK

Medium humanoid (merfolk), Neutral (source: Monster Manual)

AC: 11; HP: 11 (2d8+2); SPD: 10 ft., swim 40 ft.; STR: 10 (+0); DEX: 13 (+1); CON: 12 (+1); INT: 11 (+0); WIS: 11 (+0); CHA: 12 (+1); SKILLS: Perception +2; SENSES: Standard, passive Perception 12; LANG: Aquan, Common; CR 1/8

TRAITS

Amphibious: The merfolk can breathe air and water.

ACTIONS

Spear: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

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MERROW

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 45 (6d10+12); SPD: 10 ft., swim 40 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 15 (+2); INT: 8 (-1); WIS: 10 (+0); CHA: 9 (-1); SENSES: darkvision 60 ft., passive Perception 10; LANG: Abyssal, Aquan; CR 2

TRAITS

Amphibious: The merrow can breathe air and water.

ACTIONS

Multiattack: The merrow makes two attacks: one with its bite and one with its claws or harpoon.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.

Harpoon: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.

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MEZZOLOTH

Medium fiend (yugoloth), Neutral Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 75 (10d8+30); SPD: 40 ft.; STR: 18 (+4); DEX: 11 (+0); CON: 16 (+3); INT: 7 (-2); WIS: 10 (+0); CHA: 11 (+0); SKILLS: Perception +3; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: acid, poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 60 ft., passive Perception 13; LANG: Abyssal, Infernal, telepathy 60 ft.; CR 5

TRAITS

Innate Spellcasting: The mezzoloth’s innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:

2/day each: darkness, dispel magic

1/day: cloudkill

Magic Resistance: The mezzoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons: The mezzoloth’s weapon attacks are magical.

ACTIONS

Multiattack: The mezzoloth makes two attacks: one with its claws and one with its trident.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.

Trident: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when held with two claws and used to make a melee attack.

Teleport: The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day): The yugoloth attempts a magical summoning.

A mezzoloth has a 30 percent chance of summoning one mezzoloth.

A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

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MIMIC

Medium monstrosity (shapechanger), Neutral (source: Monster Manual)

AC: 12 (natural armor); HP: 58 (9d8+18); SPD: 15 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 15 (+2); INT: 5 (-3); WIS: 13 (+1); CHA: 8 (-1); SKILLS: Stealth +5; DMG IMMUNE: acid; COND IMMUNE: prone; SENSES: darkvision 60 ft., passive Perception 11; CR 2

TRAITS

Shapechanger: The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn ‘t transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only): The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler: The mimic has advantage on attack rolls against any creature grappled by it.

ACTIONS

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.

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MIND FLAYER

Medium aberration, Lawful Evil (source: Monster Manual)

AC: 15 (breastplate); HP: 71 (13d8+13); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 12 (+1); INT: 19 (+4); WIS: 17 (+3); CHA: 17 (+3); SAVES: Int +7, Wis +6, Cha +6; SKILLS: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4; SENSES: darkvision 120 ft., passive Perception 16; LANG: Deep Speech, Undercommon, telepathy 120 ft.; CR 7

TRAITS

Magic Resistance: The mind flayer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics): The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

ACTIONS

Tentacles: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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MIND FLAYER ARCANIST

Medium aberration, Lawful Evil (source: Monster Manual)

AC: 15 (breastplate); HP: 71 (13d8+13); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 12 (+1); INT: 19 (+4); WIS: 17 (+3); CHA: 17 (+3); SAVES: Int +7, Wis +6, Cha +6; SKILLS: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4; SENSES: darkvision 120 ft., passive Perception 16; LANG: Deep Speech, Undercommon, telepathy 120 ft.; CR 8

TRAITS

Magic Resistance: The mind flayer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics): The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting: The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

* Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
* 1st level (4 slots): detect magic, disguise self, shield, sleep
* 2nd level (3 slots): blur, invisibility, ray of enfeeblement
* 3rd level (3 slots): clairvoyance, lightning bolt, sending
* 4th level (3 slots): confusion, hallucinatory terrain
* 5th level (2 slots): telekinesis, wall of force

ACTIONS

Tentacles: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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MIND FLAYER PSION

Medium aberration (source: Volo’s Guide), Lawful evil

AC: 15 (breastplate); HP: 71 (13d8+13); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 12 (+1); INT: 19 (+4); WIS: 17 (+3); CHA: 17 (+3); SAVES: Int +7, Wis +6, Cha +6; SKILLS: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4; SENSES: darkvision 120 ft., passive Perception 16; LANG: Deep Speech, Undercommon, telepathy 120 ft.; CR 8

TRAITS

Magic Resistance: The mind flayer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics): The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: guidance, mage hand, vicious mockery, true strike

1st-level (4 slots): charm person, command, comprehend languages, sanctuary

2nd level (3 slots): crown of madness, phantasmal force, see invisibility

3rd level (3 slots): clairvoyance, fear, meld into stone

4th level (3 slots): confusion, stone shape

5th level (2 slots): scrying, telekinesis

ACTIONS

Tentacles: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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MINDWITNESS

Large aberration (source: Volo’s Guide), Lawful evil

AC: 15 (natural armor); HP: 75 (10d10+20); SPD: 0 ft., fly 20 ft. (hover); STR: 10 (+0); DEX: 14 (+2); CON: 14 (+2); INT: 15 (+2); WIS: 15 (+2); CHA: 10 (+0); SAVES: Int +5, Wis +5; SKILLS: Perception +8; COND IMMUNE: prone; SENSES: darkvision 120 ft., passive Perception 18; LANG: Deep Speech, Undercommon, telepathy 600 ft.; CR 5

TRAITS

Telepathic Hub: When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.

ACTIONS

Multiattack: The mindwitness makes two attacks: one with its tentacles and one with its bite.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage.

Tentacles: Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.

Eye Rays: Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.

4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.

6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

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MORKOTH

Medium aberration (source: Volo’s Guide), Chaotic Evil

AC: 17 (natural armor); HP: 130 (20d8+40); SPD: 25 ft., swim 50 ft.; STR: 14 (+2); DEX: 14 (+2); CON: 14 (+2); INT: 20 (+5); WIS: 15 (+2); CHA: 13 (+1); SAVES: Dex +6, Int +9, Wis +6; SKILLS: Arcana +9, History +9, Perception +10, Stealth +6; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical attacks; SENSES: blindsight 30 ft., darkvision 120 ft., passive Perception 20; LANG: telepathy 120 ft.; CR 11

TRAITS

Amphibious: The morkoth can breathe air and water.

Spellcasting: The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp

1st level (4 slots): detect magic, identify, shield, witch bolt

2nd level (3 slots): darkness, detect thoughts, shatter

3rd level (3 slots): dispel magic, lightning bolt, sending

4th level (3 slots): dimension door, Evard’s black tentacles

5th level (3 slots): geas, scrying

6th level (1 slot): chain lightning

ACTIONS

Multiattack: The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage.

Tentacles: Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth’s turns. and the morkoth can’t use its tentacles on another target.

Hypnosis: The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.

REACTIONS

Spell Reflection: If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. 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.

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MOUTH OF GROLANTOR

Huge giant (hill giant) (source: Volo’s Guide), Chaotic Evil

AC: 14 (natural armor); HP: 105 (10d12+40); SPD: 50 ft.; STR: 21 (+5); DEX: 10 (+0); CON: 18 (+4); INT: 5 (-3); WIS: 7 (-2); CHA: 5 (-3); SKILLS: Perception +1; COND IMMUNE: frightened; SENSES: Standard, passive Perception 11; LANG: Giant; CR 6

TRAITS

Mouth of Madness: The giant is immune to confusion spells and similar magic.

On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn:

1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.

4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.

6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.

8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.

ACTIONS

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt.

Fist: Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage.

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NECROMANCER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 66 (12d8+12); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 12 (+1); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +7, Wis +5; SKILLS: Arcana +7, History +7; DMG RESIST: necrotic; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 9

TRAITS

Spellcasting: The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:

Cantrips (at will): chill touch, dancing lights, mage hand, mending

1st level (4 slots):false life*, mage armor, ray of sickness*

2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web

3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*

4th level (3 slots): blight*, dimension door, stoneskin

5th level (2 slots): Bigby’s hand, cloudkill

6th level (1 slot): circle of death*

*Necromancy spell of 1st level or higher

Grim Harvest (1/Turn): When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

ACTIONS

Withering Touch: Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

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NEOGI

Small aberration (source: Volo’s Guide), Lawful evil

AC: 15 (natural armor); HP: 33 (6d6+12); SPD: 30 ft., climb 30 ft.; STR: 6 (-2); DEX: 16 (+3); CON: 14 (+2); INT: 13 (+1); WIS: 12 (+1); CHA: 15 (+2); SKILLS: Intimidation +4, Perception +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Common, Deep Speech, Undercommon; CR 3

TRAITS

Mental Fortitude: The neogi has advantage on saving throws against being charmed or frightened. and magic can’t put the neogi to sleep.

Spider Climb: The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack: The neogi makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Enslave (Recharges after a Short or Long Rest): The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

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NEOGI HATCHLING

Tiny aberration (source: Volo’s Guide), Lawful evil

AC: 11; HP: 7 (3d4); SPD: 20 ft., climb 20 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 10 (+0); INT: 6 (-2); WIS: 10 (+0); CHA: 9 (-1); SENSES: darkvision 60 ft., passive Perception 10; CR 1/8

TRAITS

Mental Fortitude: The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.

Spider Climb: The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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NEOGI MASTER

Medium aberration (source: Volo’s Guide), Lawful evil

AC: 15 (natural armor); HP: 71 (13d6+26); SPD: 30 ft., climb 30 ft.; STR: 6 (-2); DEX: 16 (+3); CON: 14 (+2); INT: 16 (+3); WIS: 12 (+1); CHA: 18 (+4); SAVES: Wis +3; SKILLS: Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6; SENSES: darkvision 120 ft. (penetrates magical darkness), passive Perception 13; LANG: Common, Deep Speech, Undercommon, telepathy 30 ft.; CR 4

TRAITS

Mental Fortitude: The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.

Spellcasting: The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery

1st—4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant

Spider Climb: The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack: The neogi makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Enslave (Recharges after a Short or Long Rest): The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

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NEOTHELID

Gargantuan aberration (source: Volo’s Guide), Chaotic Evil

AC: 16 (natural armor); HP: 325 (21d20+105); SPD: 30 ft.; STR: 27 (+8); DEX: 7 (-2); CON: 21 (+5); INT: 3 (-4); WIS: 16 (+3); CHA: 12 (+1); SAVES: Int +1, Wis +8, Cha +6; SENSES: blindsight 120 ft., passive Perception 13; CR 13

TRAITS

Creature Sense: The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Spellcasting (Psionics): The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: levitate

1/day each: confusion, feeblemind, telekinesis

Magic Resistance: The neothelid has advantage on saving throws against spells and other magical effects.

ACTIONS

Tentacles: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.

If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

ACTIONS

Acid Breath (Recharges 5-6): The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.

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NILBOG

Small humanoid (goblinoid) (source: Volo’s Guide), Chaotic Evil

AC: 13 (leather armor); HP: 7 (2d6); SPD: 30 ft.; STR: 8 (-1); DEX: 14 (+2); CON: 10 (+0); INT: 10 (+0); WIS: 8 (-1); CHA: 15 (+2); SKILLS: Stealth +6; SENSES: darkvision 60 ft., passive Perception 9; LANG: Common, Goblin; CR 1

TRAITS

Innate Spellcasting: The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: mage hand, Tasha’s hideous laughter, vicious mockery 1/day: confusion

Nilbogism: Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Nimble Escape: The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS

Fool’s Scepter: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

REACTIONS

Reversal of Fortune: In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.

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ORC BLADE OF ILNEVAL

Medium humanoid (orc) (source: Volo’s Guide), Chaotic Evil

AC: 18 (chain mail, shield); HP: 60 (8d8+24); SPD: 30 ft.; STR: 17 (+3); DEX: 11 (+0); CON: 17 (+3); INT: 10 (+0); WIS: 12 (+1); CHA: 14 (+2); SAVES: Wis +3; SKILLS: Insight +3, Intimidation +4, Perception +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Common, Orc; CR 4

TRAITS

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Foe Smiter of Ilneval: The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).

ACTIONS

Multiattack: The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.

Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands.

Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Ilneval’s Command (Recharges 4-6): Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.

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ORC CLAW OF LUTHIC

Medium humanoid (orc) (source: Volo’s Guide), Chaotic Evil

AC: 14 (hide armor); HP: 45 (6d8+18); SPD: 30 ft.; STR: 14 (+2); DEX: 15 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 15 (+2); CHA: 11 (+0); SKILLS: Intimidation +2, Medicine +4, Survival +4; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common, Orc; CR 2

TRAITS

Source: Volo’s Guide to Monsters, p. 183

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Spellcasting: The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, cure wounds, guiding bolt

2nd level (3 slots): augury, warding bond

3rd level (2 slots): bestow curse, create food and water

ACTIONS

Multiattack: The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.

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ORC HAND OF YURTRUS

Medium humanoid (orc) (source: Volo’s Guide), Chaotic Evil

AC: 12 (hide armor); HP: 30 (4d8+12); SPD: 30 ft.; STR: 12 (+1); DEX: 11 (+0); CON: 16 (+3); INT: 11 (+0); WIS: 14 (+2); CHA: 9 (-1); SKILLS: Arcana +2, Intimidation +1, Medicine +4, Religion +2; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Common and Orc but can’t speak; CR 2

TRAITS

Source: Volo’s Guide to Monsters, p. 184

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Spellcasting: The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:

Cantrips (at-will): guidance, mending, resistance, thaumaturgy

1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good

2nd level (3 slots): blindness/deafness, silence

ACTIONS

Touch of the White Hand: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.

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ORC NURTURED ONE OF YURTRUS

Medium humanoid (orc) (source: Volo’s Guide), Chaotic Evil

AC: 9; HP: 30 (4d8+12); SPD: 30 ft.; STR: 15 (+2); DEX: 8 (-1); CON: 16 (+3); INT: 7 (-2); WIS: 11 (+0); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Orc; CR 1/2

TRAITS

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Corrupted Carrier: When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn‘t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.

Nurtured One of Yurtrus: The orc has advantage on saving throws against poison and disease.

ACTIONS

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.

Corrupted Vengeance: The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.

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ORC RED FANG OF SHARGAAS

Medium humanoid (orc) (source: Volo’s Guide), Chaotic Evil

AC: 15 (studded leather armor); HP: 52 (8d8+16); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 15 (+2); INT: 9 (-1); WIS: 11 (+0); CHA: 9 (-1); SKILLS: Intimidation +1, Perception +2, Stealth +5; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common, Orc; CR 3

TRAITS

Cunning Action: On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.

Hand of Shargaas: The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).

Shargaas’s Sight: Magical darkness doesn’t impede the orc’s darkvision.

Slayer: In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.

ACTIONS

Multiattack: The orc makes two scimitar or dart attacks.

Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.

Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage.

Veil of Shargaas (Recharges after a Short or Long Rest): The orc casts darkness without any components. Wisdom is its spellcasting ability.

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OX

Large beast (source: Volo’s Guide), Unaligned

AC: 10; HP: 15 (2d10+4); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: Standard, passive Perception 10; CR 1/4

TRAITS

Charge: If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Beast of Burden: The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.

ACTIONS

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

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QUETZALCOATLUS

Huge beast (source: Volo’s Guide), Unaligned

AC: 13 (natural armor); HP: 30 (4d12+4); SPD: 10 ft., fly 80 ft.; STR: 15 (+2); DEX: 13 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Perception +2; SENSES: Standard, passive Perception 12; CR 2

TRAITS

Dive Attack: If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Flyby: The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage.

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QUICKLING

Tiny fey (source: Volo’s Guide), Chaotic Evil

AC: 16; HP: 10 (3d4+3); SPD: 120 ft.; STR: 4 (-3); DEX: 23 (+6); CON: 13 (+1); INT: 10 (+0); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8; SENSES: darkvision 60 ft., passive Perception 15; LANG: Common, Sylvan; CR 1

TRAITS

Blurred Movement: Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.

Evasion: If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

ACTIONS

Multiattack: The quickling makes three dagger attacks.

Dagger: Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.

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RED GUARD DRAKE

Medium dragon (source: Volo’s Guide), Unaligned

AC: 14 (natural armor); HP: 52 (7d8+21); SPD: 30 ft., climb 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 4 (-3); WIS: 10 (+0); CHA: 7 (-2); SKILLS: Perception +2; DMG RESIST: fire; SENSES: darkvision 60 ft., passive Perception 12; LANG: understands Draconic but can’t speak it; CR 2

ACTIONS

Multiattack: The drake attacks twice, once with its bite and once with its tail.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

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REDCAP

Small fey (source: Volo’s Guide), Chaotic Evil

AC: 13 (natural armor); HP: 45 (6d6+24); SPD: 25 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 18 (+4); INT: 10 (+0); WIS: 12 (+1); CHA: 9 (-1); SKILLS: Athletics +6, Perception +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Common, Sylvan; CR 3

TRAITS

Iron Boots: While moving, the redcap has disadvantage on Dexterity (Stealth) checks.

Outsize Strength: While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.

ACTIONS

Multiattack: The redcap makes three attacks with its wicked sickle.

Wicked Sickle: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.

Ironbound Pursuit: The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone.

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ROTHÉ

Large beast (source: Volo’s Guide), Unaligned

AC: 10; HP: 15 (2d10+4); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: darkvision 30 ft., passive Perception 10; CR 1/4

TRAITS

Charge: If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

ACTIONS

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

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SEA SPAWN

Medium humanoid (source: Volo’s Guide), Neutral Evil

AC: 11 (natural armor); HP: 32 (5d8+10); SPD: 20 ft., swim 30 ft.; STR: 15 (+2); DEX: 8 (-1); CON: 15 (+2); INT: 6 (-2); WIS: 10 (+0); CHA: 8 (-1); SENSES: darkvision 120 ft., passive Perception 10; LANG: understands Aquan and Common but can’t speak; CR 1

TRAITS

Limited Amphibiousness: The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.

ACTIONS

Multiattack: The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.

Unarmed Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Piscine Anatomy: The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.

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SHADOW MASTIFF

Medium monstrosity (source: Volo’s Guide), Neutral Evil

AC: 12; HP: 33 (6d8+6); SPD: 40 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 13 (+1); INT: 5 (-3); WIS: 12 (+1); CHA: 5 (-3); SKILLS: Perception +3, Stealth +6; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness; SENSES: darkvision 60 ft., passive Perception 13; CR 2

TRAITS

Ethereal Awareness: The shadow mastiff can see ethereal creatures and objects.

Keen Hearing and Smell: The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shadow Blend: While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.

Sunlight Weakness: While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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SHOOSUVA

Large fiend (demon) (source: Volo’s Guide), Chaotic Evil

AC: 14 (natural armor); HP: 110 (13d10+39); SPD: 40 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 17 (+3); INT: 7 (-2); WIS: 14 (+2); CHA: 9 (-1); SAVES: Dex +4, Con +6, Wis +5; DMG RESIST: cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks; DMG IMMUNE: poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Abyssal, Gnoll, telepathy 120 ft.; CR 8

TRAITS

Rampage: When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS

Multiattack: The shoosuva makes two attacks: one with its bite and one with its tail stinger.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage.

Tail Stinger: Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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SLITHERING TRACKER

Medium ooze (source: Volo’s Guide), Chaotic Evil

AC: 14; HP: 32 (5d8+10); SPD: 30 ft., climb 30 ft., swim 30 ft.; STR: 16 (+3); DEX: 19 (+4); CON: 15 (+2); INT: 10 (+0); WIS: 14 (+2); CHA: 11 (+0); SKILLS: Stealth +8; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities: cold, fire; COND IMMUNE: blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious; SENSES: blindsight 120 ft., passive Perception 12; LANG: understands languages it knew in its previous form but can’t speak; CR 3

TRAITS

Ambusher: In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.

Damage Transfer: While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half.

False Appearance: While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.

Keen Tracker: The slithering tracker has advantage on Wisdom checks to track prey.

Liquid Form: The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Spider Climb: The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Watery Stealth: While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

ACTIONS

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.

Life Leech: One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.

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SPAWN OF KYUSS

Medium undead (source: Volo’s Guide), Chaotic Evil

AC: 10; HP: 76 (9d8+36); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 18 (+4); INT: 5 (-3); WIS: 7 (-2); CHA: 3 (-4); SAVES: Wis +1; DMG IMMUNE: poison; COND IMMUNE: exhaustion, poisoned; SENSES: darkvision 60 ft., passive Perception 8; LANG: understands the languages it knew in life but can’t speak; CR 5

TRAITS

Regeneration: The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Worms: If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.

ACTIONS

Multiattack: The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.

Burrowing Worm: A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.

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STEGOSAURUS

Huge beast (source: Volo’s Guide), Unaligned

AC: 13 (natural armor); HP: 76 (8d12+24); SPD: 40 ft.; STR: 20 (+5); DEX: 9 (-1); CON: 17 (+3); INT: 2 (-4); WIS: 11 (+0); CHA: 5 (-3); SENSES: Standard, passive Perception 10; CR 4

ACTIONS

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.

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STENCH KOW

Large beast (source: Volo’s Guide), Unaligned

AC: 10; HP: 15 (2d10+4); SPD: 30 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 14 (+2); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); DMG RESIST: cold, fire, poison; SENSES: darkvision 60 ft., passive Perception 10; CR 1/4

TRAITS

Charge: If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Stench: Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.

ACTIONS

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

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STONE GIANT DREAMWALKER

Huge giant (stone giant) (source: Volo’s Guide), Chaotic Neutral

AC: 18 (natural armor); HP: 161 (14d12+70); SPD: 40 ft.; STR: 23 (+6); DEX: 14 (+2); CON: 21 (+5); INT: 10 (+0); WIS: 8 (-1); CHA: 12 (+1); SAVES: Dex +6, Con +9, Wis +3; SKILLS: Athletics +14, Perception +3; COND IMMUNE: charmed, frightened; SENSES: darkvision 60 ft., passive Perception 13; LANG: Common, Giant; CR 10

TRAITS

Dreamwalker’s Charm: An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.

ACTIONS

Multiattack: The giant makes two attacks with its greatclub.

Greatclub: Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage.

Petrifying Touch: The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.

Rock: Ranged Weapon Attack: +10 to hit, range 60/240 ft, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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MINOTAUR

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 14 (natural armor); HP: 76 (9d10+27); SPD: 40 ft.; STR: 18 (+4); DEX: 11 (+0); CON: 16 (+3); INT: 6 (-2); WIS: 16 (+3); CHA: 9 (-1); SKILLS: Perception +7; SENSES: darkvision 60 ft., passive Perception 17; LANG: Abyssal; CR 3

TRAITS

Charge: If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.

Reckless: At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

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MINOTAUR SKELETON

Large undead, Lawful Evil (source: Monster Manual)

AC: 12 (natural armor); HP: 67 (9d10+18); SPD: 40 ft.; STR: 18 (+4); DEX: 11 (+0); CON: 15 (+2); INT: 6 (-2); WIS: 8 (-1); CHA: 5 (-3)

Damage Vulnerabilities: bludgeoning; DMG IMMUNE: poison; COND IMMUNE: exhaustion, poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands Abyssal but can’t speak; CR 2

TRAITS

Charge: If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

ACTIONS

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.

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MIRAJ VIZANN

Medium humanoid (earth genasi), Neutral Evil (source: Elemental Evil)

AC: 10 (13 with mage armor); HP: 82 (11d8+33); SPD: 30 ft.; STR: 12 (+1); DEX: 10 (+0); CON: 17 (+3); INT: 13 (+1); WIS: 11 (+0); CHA: 18 (+4); SKILLS: Arcana +4, Deception +7; SENSES: Standard, passive Perception 10; LANG: Common, Primordial; CR 6

TRAITS

Earth Walk: Moving through difficult terrain made of earth or stone costs Miraj no extra movement.

Innate Spellcasting: Miraj’s innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components:

* 1/day: pass without trace

Spellcasting: Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:

* Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth
* 1st level (4 slots): chromatic orb, mage armor, magic missile
* 2nd level (3 slots): Maximilian’s earthen grasp, shatter, suggestion
* 3rd level (3 slots): counterspell, erupting earth
* 4th level (3 slots): polymorph, stoneskin
* 5th level (2 slots): wall of stone
* 6th level (1 slot): move earth

ACTIONS

Staff: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage when used with two hands.

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MIROS XELBRIN

Medium humanoid (Damaran human), (source: Storm Kings Thunder), Neutral Good

AC: 10; HP: 22 (4d8+4); SPD: 30 ft.; STR: 16 (+3); DEX: 10 (+0); CON: 15 (+2); INT: 11 (+0); WIS: 12 (+1); CHA: 14 (+2); SKILLS: Intimidation +4, Perception +3; SENSES: Standard, passive Perception 13; LANG: Common; CR 0

ACTIONS

Bear Hug: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage, and the target grappled (escape DC 13) and takes 5 (1d4+3) bludgeoning damage at the start of each of Miros’s turns until the grapple ends. Miros cannot make attacks while grappling a creature.

Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+1) bludgeoning damage

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Miros carries ten crossbow bolts.

Roleplaying Information: Innkeeper Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.

Ideal: “As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.”

Bond: “Make fun of me all you like, but don’t speak ill of my inn or my employees.”

Flaw: “When something upsets me, I have a tendency to fly into a rage.”

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MONGRELFOLK

Medium humanoid (mongrelfolk) (source: Curse of Strahd), any alignment

AC: 11 (natural armor); HP: 26 (4d8+8); SPD: 20 ft.; STR: 12 (+1); DEX: 9 (-1); CON: 15 (+2); INT: 9 (-1); WIS: 10 (+0); CHA: 6 (-2); SKILLS: Deception +2, Perception +2, Stealth +3; SENSES: Standard, passive Perception 12; LANG: Common; CR 1/4

TRAITS

Extraordinary Feature: The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:

1-3 — Amphibious: The mongrelfolk can breathe air and water.

4-9 — Darkvision: The mongrelfolk has darkvision out to a range of 60 feet.

10 — Flight: The mongrelfolk has leathery wings and a flying speed of 40 feet.

11-15 — Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

16-17 — Spider Climb: The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

18-19 — Standing Leap: The mongrelfolk’s long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.

20 — Two-Headed: The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Mimicry: The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.

ACTIONS

Multiattack: The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Dagger: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

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MONODRONE

Medium construct (source: Monster Manual), construct

AC: 15 (natural armor); HP: 5 (1d8+1); SPD: 30 ft., fly 30 ft.; STR: 10 (+0); DEX: 13 (+1); CON: 12 (+1); INT: 4 (-3); WIS: 10 (+0); CHA: 5 (-3); SENSES: truesight 120 ft., passive Perception 10; LANG: Modron; CR 1/8

TRAITS

Axiomatic Mind: The monodrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration: If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

ACTIONS

Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Javelin: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6) piercing damage.

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MORMESK THE WRAITH

Medium undead, lost mine of phandelver), Neutral Evil

AC: 13; HP: 45 (6d8+18); SPD: 0 ft., fly 60 ft.; STR: 6 (-2); DEX: 16 (+3); CON: 16 (+3); INT: 12 (+1); WIS: 14 (+2); CHA: 15 (+2); DMG RESIST: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: necrotic, poison; COND IMMUNE: charmed, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 60 ft., passive Perception 12; LANG: Common, Infernal; CR 3

TRAITS

Incorporeal Movement: The wraith can move through an object or another creature, but can’t stop there.

Sunlight Sensitivity: While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

ACTIONS

Life Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8+3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target’s hit point maximum to 0, the target dies. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.

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MUD MEPHIT

Small elemental, Neutral Evil (source: Monster Manual)

AC: 11; HP: 27 (6d6+6); SPD: 20 ft., fly 20 ft., swim 20 ft.; STR: 8 (-1); DEX: 12 (+1); CON: 12 (+1); INT: 9 (-1); WIS: 11 (+0); CHA: 7 (-2); SKILLS: Stealth +3; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Aquan, Terran; CR 1/4

TRAITS

Death Burst: When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature’s next turn.

False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

ACTIONS

Fists: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage.

Mud Breath (Recharge 6): The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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.

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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MULE

Medium beast, Unaligned (source: Monster Manual)

AC: 10; HP: 11 (2d8+2); SPD: 40 ft.; STR: 14 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 5 (-3); SENSES: Standard, passive Perception 10; CR 1/8

TRAITS

Beast of Burden: The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed: The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Hooves: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

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MUMMY

Medium undead, Lawful Evil (source: Monster Manual)

AC: 11 (natural armor); HP: 58 (9d8+18); SPD: 20 ft.; STR: 16 (+3); DEX: 8 (-1); CON: 15 (+2); INT: 6 (-2); WIS: 10 (+0); CHA: 12 (+1); SAVES: Wis +2

Damage Vulnerabilities: fire; DMG IMMUNE: bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: necrotic, poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: the languages it knew in life; CR 3

ACTIONS

Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare: The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic 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 for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

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MUMMY LORD

Medium undead, Lawful Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 97 (13d8+39); SPD: 20 ft.; STR: 18 (+4); DEX: 10 (+0); CON: 17 (+3); INT: 11 (+0); WIS: 18 (+4); CHA: 16 (+3); SAVES: Con +8, Int +5, Wis +9, Cha +8; SKILLS: History +5, Religion +5

Damage Vulnerabilities: bludgeoning; DMG IMMUNE: necrotic, poison, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned; SENSES: darkvision 60 ft., passive Perception 14; LANG: the languages it knew in life; CR 15

TRAITS

Magic Resistance: The mummy lord has advantage on saving throws against spells and other magical effects.

Rejuvenation: A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord’s heart.

Spellcasting: The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

* Cantrips (at will): sacred flame, thaumaturgy
* 1st level (4 slots): command, guiding bolt, shield of faith
* 2nd level (3 slots): hold person, silence, spiritual weapon
* 3rd level (3 slots): animate dead, dispel magic
* 4th level (3 slots): divination, guardian of faith
* 5th level (2 slots): contagion, insect plague
* 6th level (1 slot): harm

ACTIONS

Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.

Rotting Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare: The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic 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 for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

LEGENDARY ACTION: Attack: The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.

LEGENDARY ACTION: Blinding Dust: Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature’s next turn.

LEGENDARY ACTION: Blasphemous Word (Costs 2 Actions): The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord’s next turn.

LEGENDARY ACTION: Channel Negative Energy (Costs 2 Actions): The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.

LEGENDARY ACTION: Whirlwind of Sand (Costs 2 Actions): The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.

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MYCONID ADULT

Medium plant, Lawful Neutral (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (4d8+4); SPD: 20 ft.; STR: 10 (+0); DEX: 10 (+0); CON: 12 (+1); INT: 10 (+0); WIS: 13 (+1); CHA: 7 (-2); SENSES: darkvision 120 ft., passive Perception 11; CR 1/2

TRAITS

Distress Spores: When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness: While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

ACTIONS

Fist: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.

Pacifying Spores (3/Day): The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores: A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

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MYCONID SOVEREIGN

Large plant, Lawful Neutral (source: Monster Manual)

AC: 13 (natural armor); HP: 60 (8d10+16); SPD: 30 ft.; STR: 12 (+1); DEX: 10 (+0); CON: 14 (+2); INT: 13 (+1); WIS: 15 (+2); CHA: 10 (+0); SENSES: darkvision 120 ft., passive Perception 12; CR 2

TRAITS

Distress Spores: When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness: While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

ACTIONS

Multiattack: The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.

Fist: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage.

Animating Spores: The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4+1 weeks or until destroyed, and it can’t be animated again in this way.

Hallucination Spores: The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores: The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores: A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

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MYCONID SPROUT

Small plant, Lawful Neutral (source: Monster Manual)

AC: 10; HP: 7 (2d6); SPD: 10 ft.; STR: 8 (-1); DEX: 10 (+0); CON: 10 (+0); INT: 8 (-1); WIS: 11 (+0); CHA: 5 (-3); SENSES: darkvision 120 ft., passive Perception 10; CR 0

TRAITS

Distress Spores: When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.

Sun Sickness: While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

ACTIONS

Fist: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.

Rapport Spores (3/Day): A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

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NAERGOTH BLADELORD

Medium undead (source: Tyranny of Dragons), Neutral Evil

AC: 18 (plate); HP: 135 (18d8+54); SPD: 30 ft.; STR: 20 (+5); DEX: 12 (+1); CON: 16 (+3); INT: 12 (+1); WIS: 14 (+2); CHA: 16 (+3); SAVES: Dex +5, Wis +4; SKILLS: Perception +6, Stealth +5; DMG RESIST: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: poison; COND IMMUNE: exhaustion, poisoned; SENSES: darkvision 60 ft., passive Perception 16; LANG: Common, Draconic; CR 11

TRAITS

Sunlight Sensitivity: While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.

Life Drain: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6+3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is 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 reduces its hit point maximum to 0.

Longsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) if used with two hands, plus 10 (3d6) necrotic damage.

Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage plus 10 (3d6) necrotic damage.

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NALFESHNEE

Large fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 184 (16d10+96); SPD: 20 ft., fly 30 ft.; STR: 21 (+5); DEX: 10 (+0); CON: 22 (+6); INT: 19 (+4); WIS: 12 (+1); CHA: 15 (+2); SAVES: Con +11, Int +9, Wis +6, Cha +7; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: truesight 120 ft., passive Perception 11; LANG: Abyssal, telepathy 120 ft.; CR 13

TRAITS

Magic Resistance: The nalfeshnee has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage.

Claw: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage.

Horror Nimbus (Recharge 5-6): The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee’s Horror Nimbus for the next 24 hours.

Teleport: The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Variant: Summon Demon (1/Day): The demon chooses what to summon and attempts a magical summoning.

A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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NARRAK

Small humanoid (derro) (source: Out of the Abyss), Chaotic Evil

AC: 12 (15 to mage armor); HP: 40 (9d6+9); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 13 (+1); INT: 14 (+2); WIS: 5 (-3); CHA: 16 (+3); SKILLS: Arcana +4, Stealth +4; SENSES: darkvision 120 ft., passive Perception 7; LANG: Dwarvish, Undercommon; CR 2

TRAITS

Insanity: Droki has advantage on saving throws against being charmed or frightened.

Magic Resistance: The derro has advantage on saving throws against spells and other magical effects.

Spellcasting: Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following Warlock spells:

Cantrips (at will): eldritch blast, friends, poison spray

1st level: armor of Agathys, charm person, hex

2nd level: hold person, ray of enfeeblement, spider climb

Sunlight Sensitivity: While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Armor of Shadows (Recharges after a Short or Long Rest): Narrak casts mage armor on himself

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6+2) piercing damage.

REACTIONS

One with Shadows: While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.SPELLS – eldritch blast, friends, poison spray, armor of agathys, charm person, hex, hold person, ray of enfeeblement, spider climb

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NARTH TEZRIN

Medium humanoid (Tethyrian human), (source: Storm Kings Thunder), Chaotic Good

AC: 12; HP: 18 (4d8); SPD: 30 ft.; STR: 10 (+0); DEX: 15 (+2); CON: 10 (+0); INT: 12 (+1); WIS: 14 (+2); CHA: 16 (+3); SKILLS: Insight +4, Investigation +3, Perception +6, Persuasion +5; SENSES: Standard, passive Perception 16; LANG: Common, Dwarvish; CR 0

TRAITS

Cunning Action: On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Narth carries twenty crossbow bolts.

Roleplaying Information: Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runsa a business with his partner Alaestra and knows she wouldn’t forgive him if he ran off and never returned.

Ideal: “The bigger the risk, the greater the reward.”

Bond: “I adore my colleague Alestra, and I’d like to do something to impress her.”

Flaw: “I’ll risk life and limb to become a legend.-”

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NAXENE DRATHKALA

Medium humanoid (Turami human), (source: Storm Kings Thunder), Neutral Good

AC: 10 (13 with mage armor); HP: 27 (6d8); SPD: 30 ft.; STR: 8 (-1); DEX: 11 (+0); CON: 11 (+0); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SKILLS: Arcana +5, History +5; SENSES: Standard, passive Perception 11; LANG: Common, Draconic, Dwarvish, Elvish; CR 0

TRAITS

Spellcasting: Naxene is a 6th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): fly, lightning bolt

ACTIONS

Staff: Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

Roleplaying Information: Goldenfields’ crops are vital Waterdeep’s survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adeuately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.

Ideal: “There’s no problem that can’t be solved with magic.”

Bond: “I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords’ Alliance are going to bring some much-needed order to this lawless land.”

Flaw: “I’m too smart to be wrong about anything.”

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NEEDLE BLIGHT

Medium plant, Neutral Evil (source: Monster Manual)

AC: 12 (natural armor); HP: 11 (2d8+2); SPD: 30 ft.; STR: 12 (+1); DEX: 12 (+1); CON: 13 (+1); INT: 4 (-3); WIS: 8 (-1); CHA: 3 (-4); COND IMMUNE: blinded, deafened; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 9; LANG: understands Common but can’t speak; CR 1/4

ACTIONS

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage.

Needles: Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage.

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NERONVAIN

Medium humanoid (elf) (source: Tyranny of Dragons), Neutral Evil

AC: 17; HP: 117 (18d8+36); SPD: 30 ft.; STR: 8 (-1); DEX: 17 (+3); CON: 15 (+2); INT: 16 (+3); WIS: 13 (+1); CHA: 18 (+4); SAVES: Con +6, Wis +5; SKILLS: Arcana +7, Perception +5; DMG IMMUNE: poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: darkvision 60 ft., passive Perception 15; LANG: Common, Draconic, Elvish, Infernal; CR 9

TRAITS

Draconic Majesty: Neronvain adds his Charisma bonus to his AC (included).

ACTIONS

Fey Ancestry: Magic can’t put Neronvain to sleep.

Multiattack: Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.

Shortsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage.

Eldritch Arrow: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage.

Poisonous Cloud (2/Day): Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain’s next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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NEZZNAR THE BLACK SPIDER

Medium humanoid (elf), lost mine of phandelver), Neutral Evil

AC: 11 (14 with mage armor); HP: 27 (6d8); SPD: 30 ft.; STR: 9 (-1); DEX: 13 (+1); CON: 10 (+0); INT: 16 (+3); WIS: 14 (+2); CHA: 13 (+1); SAVES: Int +5, Wis +4; SKILLS: Arcana +5, Perception +4, Stealth +3; SENSES: darkvision 120 ft., passive Perception 14; LANG: Elvish, Undercommon; CR 2

TRAITS

Special Equipment: Nezznar has a spider staff.

Fey Ancestry: Nezznar has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Sunlight Sensitivity: Nezznar has disadvantage on attack rolls when he or his target is in sunlight.

Innate Spellcasting: Nezznar can innately cast the following spells, requiring no material components:

* At will: dancing lights

* 1/day each: darkness, faerie fire (save DC 12)

Spellcasting: Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard’s spell list:

* Cantrips (at will): mage hand, ray of frost, shocking grasp
* 1st level (4 slots): mage armor, magic missile, shield
* 2nd level (3 slots): invisibility, suggestion

ACTIONS

Spider Staff: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage.

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NIGHT HAG

Medium fiend, Neutral Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 112 (15d8+45); SPD: 30 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 16 (+3); WIS: 14 (+2); CHA: 16 (+3); SKILLS: Deception +7, Insight +6, Perception +6, Stealth +6; DMG RESIST: cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; COND IMMUNE: charmed; SENSES: darkvision 120 ft., passive Perception 16; LANG: Abyssal, Common, Infernal, Primordial; CR 5

TRAITS

Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance: The hag has advantage on saving throws against spells and other magical effects.

Night Hag Items: A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.

Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.

Soul Bag: When an evil humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
* 1st level (4 slots): identify, ray of sickness
* 2nd level (3 slots): hold person, locate object
* 3rd level (3 slots): bestow curse, counterspell, lightning bolt
* 4th level (3 slots): phantasmal killer, polymorph
* 5th level (2 slots): contact other plane, scrying
* 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

ACTIONS

Claws (Hag Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Change Shape: The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Etherealness: The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day): While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.

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NIGHTMARE

Large fiend, Neutral Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 68 (8d10+24); SPD: 60 ft., fly 90 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 13 (+1); CHA: 15 (+2); DMG IMMUNE: fireSenses: Standard, passive Perception 11; LANG: understands Abyssal, Common, and Infernal but can’t speak; CR 3

TRAITS

Confer Fire Resistance: The nightmare can grant resistance to fire damage to anyone riding it.

Illumination: The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

ACTIONS

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.

Ethereal Stride: The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.

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NOBLE

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 15 (breastplate); HP: 9 (2d8); SPD: 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 11 (+0); INT: 12 (+1); WIS: 14 (+2); CHA: 16 (+3); SKILLS: Deception +5, Insight +4, Persuasion +5; SENSES: Standard, passive Perception 12; LANG: any two languages; CR 1/8

ACTIONS

Rapier: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.

REACTIONS

Parry: The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

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NOTHIC

Medium aberration, Neutral Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 45 (6d8+18); SPD: 30 ft.; STR: 14 (+2); DEX: 16 (+3); CON: 16 (+3); INT: 13 (+1); WIS: 10 (+0); CHA: 8 (-1); SKILLS: Arcana +3, Insight +4, Perception +2, Stealth +5; SENSES: truesight 120 ft., passive Perception 12; LANG: Undercommon; CR 2

TRAITS

Keen Sight: The nothic has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The nothic makes two claw attacks.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Rotting Gaze: The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

Weird Insight: The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

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NYCALOTH

Large fiend (yugoloth), Neutral Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 123 (13d10+52); SPD: 40 ft., fly 60 ft.; STR: 20 (+5); DEX: 11 (+0); CON: 19 (+4); INT: 12 (+1); WIS: 10 (+0); CHA: 15 (+2); SKILLS: Intimidation +6, Perception +4, Stealth +4; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: acid, poison; COND IMMUNE: poisoned; SENSES: blindsight 60 ft., darkvision 60 ft., passive Perception 14; LANG: Abyssal, Infernal, telepathy 60 ft.; CR 9

TRAITS

Innate Spellcasting: The nycaloth’s innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image

Magic Resistance: The nycaloth has advantage on saving throws against spells and other magical effects.

Magic Weapons: The nycaloth’s weapon attacks are magical.

ACTIONS

Multiattack: The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.

Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Greataxe: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage.

Teleport: The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day): The yugoloth chooses what to summon and attempts a magical summoning.

A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth.

A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

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OCHRE JELLY

Large ooze, Unaligned (source: Monster Manual)

AC: 8; HP: 45 (6d10+12); SPD: 10 ft., climb 10 ft.; STR: 15 (+2); DEX: 6 (-2); CON: 14 (+2); INT: 2 (-4); WIS: 6 (-2); CHA: 1 (-5); DMG RESIST: acid; DMG IMMUNE: lightning, slashing; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, prone; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 8; CR 2

TRAITS

Amorphous: The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb: The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.

REACTIONS

Split: When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.

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OCTOPUS

Small beast, Unaligned (source: Monster Manual)

AC: 12; HP: 3 (1d6); SPD: 5 ft., swim 30 ft.; STR: 4 (-3); DEX: 15 (+2); CON: 11 (+0); INT: 3 (-4); WIS: 10 (+0); CHA: 4 (-3); SKILLS: Perception +2, Stealth +4; SENSES: darkvision 30 ft., passive Perception 12; CR 0

TRAITS

Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing: The octopus can breathe only underwater.

ACTIONS

Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest): A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

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OGRE

Large giant, Chaotic Evil (source: Monster Manual)

AC: 11 (hide armor); HP: 59 (7d10+21); SPD: 40 ft.; STR: 19 (+4); DEX: 8 (-1); CON: 16 (+3); INT: 5 (-3); WIS: 7 (-2); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 8; LANG: Common, Giant; CR 2

ACTIONS

Greatclub: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.

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OGRE ZOMBIE

Large undead, Neutral Evil (source: Monster Manual)

AC: 8; HP: 85 (9d10+36); SPD: 30 ft.; STR: 19 (+4); DEX: 6 (-2); CON: 18 (+4); INT: 3 (-4); WIS: 6 (-2); CHA: 5 (-3); SAVES: Wis +0; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 8; LANG: understands Common and Giant but can’t speak; CR 2

TRAITS

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

Morningstar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

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OGREMOCH

Gargantuan elemental, Neutral Evil (source: Elemental Evil)

AC: 20 (natural armor); HP: 526 (27d20+243); SPD: 50 ft., burrow 50 ft.; STR: 26 (+8); DEX: 11 (+0); CON: 28 (+9); INT: 11 (+0); WIS: 15 (+2); CHA: 22 (+6); SAVES: Str +14, Con +15, Wis +8; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: charmed, frightened, paralyzed, petrified, poisoned, prone; SENSES: blindsight 120 ft., tremorsense 120 ft., passive Perception 12; LANG: Common, Terran; CR 20

TRAITS

Empowered Attacks: Ogremoch’s slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.

Innate Spellcasting: Ogremoch’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

* At will: meld into stone, move earth, wall of stone

Legendary Resistance (3/Day): If Ogremoch fails a saving throw, he can choose to succeed instead.

Magic Resistance: Ogremoch has advantage on saving throws against spells and other magical effects.

Siege Monster: Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks.

ACTIONS

Multiattack: Ogremoch makes two slam attacks.

Slam: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.

Boulder: Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10+8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Summon Elementals (1/Day): Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points.

LEGENDARY ACTION: Illuminating Crystals: Ogremoch’s crystalline protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible.

LEGENDARY ACTION: Stomp (Costs 2 Actions): Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.

LEGENDARY ACTION: Create Gargoyle (Costs 3 Actions): Ogremoch’s hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogremoch. Ogremoch can’t use this action if he has 50 hit points or fewer. The gargoyle obeys Ogremoch’s commands and fights until destroyed.

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OLHYDRA

Huge elemental, Neutral Evil (source: Elemental Evil)

AC: 18 (natural armor); HP: 324 (24d12+168); SPD: 50 ft., swim 100 ft.; STR: 21 (+5); DEX: 22 (+6); CON: 24 (+7); INT: 17 (+3); WIS: 18 (+4); CHA: 23 (+6); SAVES: Str +11, Con +13, Wis +10; DMG RESIST: lightning; bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: acid, cold, poison; COND IMMUNE: charmed, frightened, paralyzed, petrified, poisoned, prone, restrained; SENSES: blindsight 120 ft., passive Perception 14; LANG: Aquan; CR 18

TRAITS

Empowered Attacks: Olhydra’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Innate Spellcasting: Olhydra’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

* At will: wall of ice

* 3/day: ice storm

* 1/day: storm of vengeance

Legendary Resistance (3/Day): If Olhydra fails a saving throw, she can choose to succeed instead.

Magic Resistance: Olhydra has advantage on saving throws against spells and other magical effects.

Water Form: Olhydra can enter a hostile creature’s space and stop there. She can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS

Multiattack: Olhydra makes two slam attacks or two water jet attacks.

Slam: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.

Water Jet: Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw.

Summon Elementals (1/Day): Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points.

LEGENDARY ACTION: Crush: One creature that Olhydra is grappling is crushed for 21 (3d10+5) bludgeoning damage.

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ONE-EYED SHIVER

Medium humanoid (human), Chaotic Evil (source: Elemental Evil)

AC: 12 (15 with mage armor); HP: 49 (9d8+9); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 13 (+1); WIS: 13 (+1); CHA: 17 (+3); SKILLS: Arcana +3, Perception +3, Intimidation +5; DMG IMMUNE: coldSenses: Standard, passive Perception 13; LANG: Common; CR 3

TRAITS

Chilling Mist: While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage.

Spellcasting: The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): chill touch, mage hand
* 1st level (4 slots): fog cloud, mage armor, thunderwave
* 2nd level (3 slots): mirror image, misty step
* 3rd level (2 slots): fear

ACTIONS

Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Eye of Frost: The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.

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ONI

Large giant, Lawful Evil (source: Monster Manual)

AC: 16 (chain mail); HP: 110 (13d10+39); SPD: 30 ft., fly 30 ft.; STR: 19 (+4); DEX: 11 (+0); CON: 16 (+3); INT: 14 (+2); WIS: 12 (+1); CHA: 15 (+2); SAVES: Dex +3, Con +6, Wis +4, Cha +5; SKILLS: Arcana +5, Deception +8, Perception +4; SENSES: darkvision 60 ft., passive Perception 14; LANG: Common, Giant; CR 7

TRAITS

Innate Spellcasting: The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

* At will: darkness, invisibility

* 1/day each: charm person, cone of cold, gaseous form, sleep

Magic Weapons: The oni’s weapon attacks are magical.

Regeneration: The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack: The oni makes two attacks, either with its claws or its glaive.

Claw (Oni Form Only): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.

Change Shape: The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.

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ORC

Medium humanoid (orc), Chaotic Evil (source: Monster Manual)

AC: 13 (hide armor); HP: 15 (2d8+6); SPD: 30 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 16 (+3); INT: 7 (-2); WIS: 11 (+0); CHA: 10 (+0); SKILLS: Intimidation +2; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Orc; CR 1/2

TRAITS

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

ACTIONS

Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage.

Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

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ORC EYE OF GRUUMSH

Medium humanoid (orc), Chaotic Evil (source: Monster Manual)

AC: 16 (ring mail, shield); HP: 45 (6d8+18); SPD: 30 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 17 (+3); INT: 9 (-1); WIS: 13 (+1); CHA: 12 (+1); SKILLS: Intimidation +3, Religion +1; SENSES: darkvision 60 ft., passive Perception 11; LANG: Common, Orc; CR 2

TRAITS

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh’s Fury: The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Spellcasting: The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

* Cantrips (at will): guidance, resistance, thaumaturgy
* 1st level (4 slots): bless, command
* 2nd level (2 slots): augury, spiritual weapon (spear)

ACTIONS

Spear: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack.

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ORC WAR CHIEF

Medium humanoid (orc), Chaotic Evil (source: Monster Manual)

AC: 16 (chain mail); HP: 93 (11d8+44); SPD: 30 ft.; STR: 18 (+4); DEX: 12 (+1); CON: 18 (+4); INT: 11 (+0); WIS: 11 (+0); CHA: 16 (+3); SAVES: Str +6, Con +6, Wis +2; SKILLS: Intimidation +5; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Orc; CR 4

TRAITS

Aggressive: As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Gruumsh’s Fury: The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

ACTIONS

Multiattack: The orc makes two attacks with its greataxe or its spear.

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage.

Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

Battle Cry (1/Day): Each creature of the war chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.

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ORCUS

Huge fiend (demon) (source: Out of the Abyss), Chaotic Evil

AC: 17 (natural armor); HP: 405 (30d12+210); SPD: 40 ft., fly 40 ft.; STR: 27 (+8); DEX: 14 (+2); CON: 25 (+7); INT: 20 (+5); WIS: 20 (+5); CHA: 25 (+7); SAVES: Dex +10, Con +15, Wis +13; SKILLS: Arcana +12, Perception +12; DMG RESIST: cold, fire, lightning; DMG IMMUNE: necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical; COND IMMUNE: charmed, exhaustion, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 22; LANG: all, telepathy 120 ft.; CR 26

TRAITS

Wand of Orcus: The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at \rLanguages: dawn.

While holding the wand, Orcus gains +3 AC and can use an action to conjure undead creatures whose combined average hit points don’t exceed 500, These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can’t be used again until the next dawn.

Innate Spellcasting: Orcus’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: chill touch (17th level), detect magic

3/day each: create undead, dispel magic

1/day: time stop

Legendary Resistance (3/Day): If Orcus fails a saving throw, he can choose to succeed instead.

Magic Resistance: Orcus has advantage on saving throws against spells and other magical effects.

Magic Weapon: Orcus’s weapon attacks are magical.

Master of Undeath: When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night.

ACTIONS

Multiattack: Orcus makes two Wand of Orcus attacks.

Wand of Orcus: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (2d12) necrotic damage.

Tail: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage plus 18 (4d8) poison damage.

LEGENDARY ACTIONS

Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent LEGENDARY ACTION: at the start of his turn.

LEGENDARY ACTION: Tail: Orcus makes one tail attack.

LEGENDARY ACTION: A Taste of Undeath: Orcus casts chill touch (17th level).

LEGENDARY ACTION: Creeping Death (Costs 2 Actions): Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.

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OREIOTH

Medium humanoid (human), Chaotic Evil (source: Elemental Evil)

AC: 11 (14 with mage armor); HP: 39 (6d8+12); SPD: 30 ft.; STR: 8 (-1); DEX: 13 (+1); CON: 14 (+2); INT: 16 (+3); WIS: 9 (-1); CHA: 11 (+0); SAVES: Wis +1; SKILLS: Arcana +5, Investigation +5, Medicine +1; SENSES: Standard, passive Perception 9; LANG: Abyssal, Common; CR 2

TRAITS

Grim Harvest: Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level.

Spellcasting: Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:

* Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
* 1st level (4 slots): false life, mage armor, magic missile, ray of sickness
* 2nd level (3 slots): crown of madness, misty step
* 3rd level (3 slots): animate dead, vampiric touch

Swift Animation (Recharges after a Long Rest): When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid’s corpse, instead of using the spell’s normal casting time.

ACTIONS

Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

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OREN YOGILVY

Small humanoid (strongheart halfling), (source: Storm Kings Thunder), Chaotic Good

AC: 11; HP: 9 (2d6+2); SPD: 25 ft.; STR: 8 (-1); DEX: 13 (+1); CON: 12 (+1); INT: 11 (+0); WIS: 10 (+0); CHA: 16 (+3); DMG RESIST: poison; SKILLS: Perception +2, Performance +7, Persuasion +5; SENSES: Standard, passive Perception 12; LANG: Common, Halfling; CR 0

TRAITS

Halfling Nimbleness: Oren can move through the space of any creature that is of a size large than his.

Lucky: When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.

Stout Resilience: Oren has advantage on saving throws against poison

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 3 (1d4+1) piercing damage. Duvessa carries only one dagger.

Roleplaying Information: Oren came to Nurthfurrow’s End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn’s other guests. Oren likes to stir up trouble from time to time, but he doesn’t have a mean bone in his body.

Ideal: “Music is food for the soul.”

Bond: “You had me at “Can I buy you a drink.”

Flaw: “I have a knack for putting myself in harm’s way. Good thing I’m lucky!”

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OROG

Medium humanoid (orc), Chaotic Evil (source: Monster Manual)

AC: 18 (plate); HP: 42 (5d8+20); SPD: 30 ft.; STR: 18 (+4); DEX: 12 (+1); CON: 18 (+4); INT: 12 (+1); WIS: 11 (+0); CHA: 12 (+1); SKILLS: Intimidation +5, Survival +2; SENSES: darkvision 60 ft., passive Perception 10; LANG: Common, Orc; CR 2

TRAITS

Aggressive: As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

ACTIONS

Multiattack: The orog makes two greataxe attacks.

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.

Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

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OTYUGH

Large aberration, Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 114 (12d10+48); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 19 (+4); INT: 6 (-2); WIS: 13 (+1); CHA: 6 (-2); SAVES: Con +7; SENSES: darkvision 120 ft., passive Perception 11; LANG: Otyugh; CR 5

TRAITS

Limited Telepathy: The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond.

ACTIONS

Multiattack: The otyugh makes three attacks: one with its bite and two with its tentacles.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.

Tentacle Slam: The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.

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OWL

Tiny beast, Unaligned (source: Monster Manual)

AC: 11; HP: 1 (1d4-1); SPD: 5 ft., fly 60 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 8 (-1); INT: 2 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +3; SENSES: darkvision 120 ft., passive Perception 13; CR 0

TRAITS

Flyby: The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

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OWLBEAR

Large monstrosity, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 59 (7d10+21); SPD: 40 ft.; STR: 20 (+5); DEX: 12 (+1); CON: 17 (+3); INT: 3 (-4); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: darkvision 60 ft., passive Perception 13; CR 3

TRAITS

Keen Sight and Smell: The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

ACTIONS

Multiattack: The owlbear makes two attacks: one with its beak and one with its claws.

Beak: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

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PANTHER

Medium beast, Unaligned (source: Monster Manual)

AC: 12; HP: 13 (3d8); SPD: 50 ft., climb 40 ft.; STR: 14 (+2); DEX: 15 (+2); CON: 10 (+0); INT: 3 (-4); WIS: 14 (+2); CHA: 7 (-2); SKILLS: Perception +4, Stealth +6; SENSES: Standard, passive Perception 14; CR 1/4

TRAITS

Keen Smell: The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce: If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

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PEGASUS

Large celestial, Chaotic Good (source: Monster Manual)

AC: 12; HP: 59 (7d10+21); SPD: 60 ft., fly 90 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 10 (+0); WIS: 15 (+2); CHA: 13 (+1); SAVES: Dex +4, Wis +4, Cha +3; SKILLS: Perception +6; SENSES: Standard, passive Perception 16; LANG: understands Celestial, Common, Elvish, and Sylvan but can’t speak; CR 2

ACTIONS

Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

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PENTADRONE

Medium construct (source: Monster Manual), construct

AC: 16 (natural armor); HP: 32 (5d10+5); SPD: 40 ft.; STR: 15 (+2); DEX: 14 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 10 (+0); CHA: 13 (+1); SKILLS: Perception +4; SENSES: truesight 120 ft., passive Perception 14; LANG: Modron; CR 2

TRAITS

Axiomatic Mind: The pentadrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration: If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

ACTIONS

Multiattack: The pentadrone makes five arm attacks.

Arm: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Paralysis Gas (Recharge 5-6): The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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PERYTON

Medium monstrosity, Chaotic Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 33 (6d8+6); SPD: 20 ft., fly 60 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 13 (+1); INT: 9 (-1); WIS: 12 (+1); CHA: 10 (+0); SKILLS: Perception +5; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: Standard, passive Perception 15; LANG: understands Common and Elvish but can’t speak; CR 2

TRAITS

Dive Attack: If the peryton is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby: The peryton doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight and Smell: The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.

ACTIONS

Multiattack: The peryton makes one gore attack and one talon attack.

Gore: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage.

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PHANTOM WARRIOR

Medium undead (source: Curse of Strahd), any alignment

AC: 16; HP: 45 (6d8+18); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 8 (-1); WIS: 10 (+0); CHA: 15 (+2); SKILLS: Perception +2, Stealth +4; DMG RESIST: bludgeoning, piercing, and slashing from nonmagical attacks; DMG IMMUNE: cold, necrotic, poison; COND IMMUNE: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 60 ft., passive Perception 12; LANG: any languages it knew in life; CR 1

TRAITS

Ethereal Sight: The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement: The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spectral Armor and Shield: The phantom warrior’s AC accounts for its spectral armor and shield.

ACTIONS

Multiattack: The phantom warrior makes two attacks with its spectral longsword.

Spectral Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage.

Etherealness: The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

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PHARBLEX SPATTERGOO

Medium humanoid (bullywug) (source: Tyranny of Dragons), Chaotic Evil

AC: 15 (studded leather armor, shield); HP: 59 (7d8+28); SPD: 20 ft., swim 40 ft.; STR: 15 (+2); DEX: 12 (+1); CON: 18 (+4); INT: 11 (+0); WIS: 16 (+3); CHA: 7 (-2); SAVES: Str +4, Con +6; SKILLS: Perception +5, Religion +2, Stealth +3; SENSES: Standard, passive Perception 15; LANG: Common, Bullywug; CR 3

TRAITS

Amphibious: Pharblex can breathe air and water.

Poison Strike (3/Day): Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.

Spellcasting: Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:

* Cantrips (at will): druidcraft, guidance, poison spray
* 1st level (4 slots): cure wounds, entangle, healing word, thunderwave
* 2nd level (3 slots): barkskin, beast sense, spike growth
* 3rd level (3 slots): plant growth, water walk

Standing Leap: As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.

Swamp Camouflage: Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

ACTIONS

Multiattack: Pharblex attacks twice. Once with his bite and once with his spear.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Spear: Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6+2) piercing damage.

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PHASE SPIDER

Large monstrosity, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 32 (5d10+5); SPD: 30 ft., climb 30 ft.; STR: 15 (+2); DEX: 15 (+2); CON: 12 (+1); INT: 6 (-2); WIS: 10 (+0); CHA: 6 (-2); SKILLS: Stealth +6; SENSES: darkvision 60 ft., passive Perception 10; CR 3

TRAITS

Ethereal Jaunt: As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker: The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

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PIDLWICK II

Small construct (source: Curse of Strahd), Neutral Evil

AC: 14 (natural armor); HP: 10 (3d6); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 11 (+0); INT: 8 (-1); WIS: 13 (+1); CHA: 10 (+0); SKILLS: Performance +3; DMG IMMUNE: poison; COND IMMUNE: paralyzed, petrified, poisoned; SENSES: Standard, passive Perception 11; LANG: understands Common but doesn’t speak and can’t read or write; CR 1/4

TRAITS

Ambusher: During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn’t had a turn yet.

ACTIONS

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Dart: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

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PIERCER

Large monstrosity, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 22 (3d8+9); SPD: 5 ft., climb 5 ft.; STR: 10 (+0); DEX: 13 (+1); CON: 16 (+3); INT: 1 (-5); WIS: 7 (-2); CHA: 3 (-4); SKILLS: Stealth +5; SENSES: blindsight 30 ft., darkvision 60 ft., passive Perception 8; CR 1/2

TRAITS

False Appearance: While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.

Spider Climb: The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Drop: Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.

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PIT FIEND

Large fiend (devil), Lawful Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 300 (24d10+168); SPD: 30 ft., fly 60 ft.; STR: 26 (+8); DEX: 14 (+2); CON: 24 (+7); INT: 22 (+6); WIS: 18 (+4); CHA: 24 (+7); SAVES: Dex +8, Con +13, Wis +10; DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: truesight 120 ft., passive Perception 14; LANG: Infernal, telepathy 120 ft.; CR 20

TRAITS

Fear Aura: Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.

Magic Resistance: The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons: The pit fiend’s weapon attacks are magical.

Innate Spellcasting: The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will: detect magic, fireball

3/day each: hold monster, wall of fire

ACTIONS

Multiattack: The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8+8) slashing damage.

Mace: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage.

Tail: Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10+8) bludgeoning damage.

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PIXIE

Tiny fey, Neutral Good (source: Monster Manual)

AC: 15; HP: 1 (1d4-1); SPD: 10 ft., fly 30 ft.; STR: 2 (-4); DEX: 20 (+5); CON: 8 (-1); INT: 10 (+0); WIS: 14 (+2); CHA: 15 (+2); SKILLS: Perception +4, Stealth +7; SENSES: Standard, passive Perception 14; LANG: Sylvan; CR 1/4

TRAITS

Magic Resistance: The pixie has advantage on saving throws against spells and other magical effects.

Innate Spellcasting: The pixie’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:

At will: druidcraft

1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep

ACTIONS

Superior Invisibility: The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.

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PLANETAR

Large celestial, Lawful Good (source: Monster Manual)

AC: 19 (natural armor); HP: 200 (16d10+112); SPD: 40 ft., fly 120 ft.; STR: 24 (+7); DEX: 20 (+5); CON: 24 (+7); INT: 19 (+4); WIS: 22 (+6); CHA: 25 (+7); SAVES: Con +12, Wis +11, Cha +12; SKILLS: Perception +11; DMG RESIST: radiant, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, exhaustion, frightened; SENSES: truesight 120 ft., passive Perception 21; LANG: all, telepathy 120 ft.; CR 16

TRAITS

Angelic Weapons: The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

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

Innate Spellcasting: The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

Magic Resistance: The planetar has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The planetar makes two melee attacks.

Greatsword: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day): The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

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PLESIOSAURUS

Large beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 68 (8d10+24); SPD: 20 ft., swim 40 ft.; STR: 18 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 2 (-4); WIS: 12 (+1); CHA: 5 (-3); SKILLS: Perception +3, Stealth +4; SENSES: Standard, passive Perception 13; CR 2

TRAITS

Hold Breath: The plesiosaurus can hold its breath for 1 hour.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage.

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POISONOUS SNAKE

Tiny beast, Unaligned (source: Monster Manual)

AC: 13; HP: 2 (1d4); SPD: 30 ft., swim 30 ft.; STR: 2 (-4); DEX: 16 (+3); CON: 11 (+0); INT: 1 (-5); WIS: 10 (+0); CHA: 3 (-4); SENSES: blindsight 10 ft., passive Perception 10; CR 1/8

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

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POLAR BEAR

Large beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 42 (5d10+15); SPD: 40 ft., swim 30 ft.; STR: 20 (+5); DEX: 10 (+0); CON: 16 (+3); INT: 2 (-4); WIS: 13 (+1); CHA: 7 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 2

TRAITS

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

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POLTERGEIST

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 12; HP: 22 (5d8); SPD: 0 ft., fly 50 ft. (hover); STR: 1 (-5); DEX: 14 (+2); CON: 11 (+0); INT: 10 (+0); WIS: 10 (+0); CHA: 11 (+0); DMG RESIST: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: necrotic, poison; COND IMMUNE: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; SENSES: darkvision 60 ft., passive Perception 10; LANG: understands all languages it knew in life but can’t speak; CR 2

TRAITS

Incorporeal Movement: The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity: While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Invisibility: The poltergeist is invisible.

ACTIONS

Forceful Slam: Melee Weapon Attack: +4 to hit, reach 5 ft. one creature. Hit: 10 (3d6) force damage.

Telekinetic Thrust: The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.

If the target is a creature, the poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.

If the target is an object that isn’t being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object’s path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.

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PONY

Medium beast, Unaligned (source: Monster Manual)

AC: 10; HP: 11 (2d8+2); SPD: 40 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 13 (+1); INT: 2 (-4); WIS: 11 (+0); CHA: 7 (-2); SENSES: Standard, passive Perception 10; CR 1/8

ACTIONS

Hooves: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage.

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PRIEST

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 13 (chain shirt); HP: 27 (5d8+5); SPD: 25 ft.; STR: 10 (+0); DEX: 10 (+0); CON: 12 (+1); INT: 13 (+1); WIS: 16 (+3); CHA: 13 (+1); SKILLS: Medicine +7, Persuasion +3, Religion +4; SENSES: Standard, passive Perception 13; LANG: any two languages; CR 2

TRAITS

Divine Eminence: As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:

* Cantrips (at will): light, sacred flame, thaumaturgy
* 1st level (4 slots): cure wounds, guiding bolt, sanctuary
* 2nd level (3 slots): lesser restoration, spiritual weapon
* 3rd level (2 slots): dispel magic, spirit guardians

ACTIONS

Mace: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.

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PSEUDODRAGON

Tiny dragon, Neutral Good (source: Monster Manual)

AC: 13; HP: 7 (2d4+2); SPD: 15 ft., fly 60 ft.; STR: 6 (-2); DEX: 15 (+2); CON: 13 (+1); INT: 10 (+0); WIS: 12 (+1); CHA: 10 (+0); SKILLS: Perception +3, Stealth +4; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 13; LANG: understands Common and Draconic but can’t speak; CR 1/4

TRAITS

Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Variant: Familiar: The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon’s Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

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PTERANODON

Medium beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 13 (3d8); SPD: 10 ft., fly 60 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 10 (+0); INT: 2 (-4); WIS: 9 (-1); CHA: 5 (-3); SKILLS: Perception +1; SENSES: Standard, passive Perception 11; CR 1/4

TRAITS

Flyby: The pteranodon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage

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PURPLE WORM

Gargantuan monstrosity, Unaligned (source: Monster Manual)

AC: 18 (natural armor); HP: 247 (15d20+90); SPD: 50 ft., burrow 30 ft.; STR: 28 (+9); DEX: 7 (-2); CON: 22 (+6); INT: 1 (-5); WIS: 8 (-1); CHA: 4 (-3); SAVES: Con +11, Wis +4; SENSES: blindsight 30 ft., tremorsense 60 ft., passive Perception 9; CR 15

TRAITS

Tunneler: The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack: The worm makes two attacks: one with its bite and one with its stinger.

Bite: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

ACTIONS

Tail Stinger: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

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PURPLE WORMLING

Large monstrosity, (source: Storm Kings Thunder), Unaligned

AC: 12 (natural armor); HP: 42 (5d10+15); SPD: 20 ft.; STR: 16 (+3); DEX: 7 (-2); CON: 16 (+3); INT: 1 (-5); WIS: 6 (-2); CHA: 2 (-4); SENSES: blindsight 30 ft., tremorsense 30 ft., passive Perception 8; CR 2

ACTIONS

Multiattack: The wormling makes two attacks: one with its bite and one with its stinger.

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+5) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling’s turns.

If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.

ACTIONS

Tail Stinger: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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QUADRONE

Medium construct (source: Monster Manual), construct

AC: 16 (natural armor); HP: 22 (4d8+4); SPD: 30 ft., fly 30 ft.; STR: 12 (+1); DEX: 14 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 10 (+0); CHA: 11 (+0); SKILLS: Perception +2; SENSES: truesight 120 ft., passive Perception 12; LANG: Modron; CR 1

TRAITS

Axiomatic Mind: The quadrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration: If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

ACTIONS

Multiattack: The quadrone makes two fist attacks or four shortbow attacks.

Fist: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

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QUAGGOTH

Medium humanoid (quaggoth), Chaotic Neutral (source: Monster Manual)

AC: 13 (natural armor); HP: 45 (6d8+18); SPD: 30 ft., climb 30 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 16 (+3); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Athletics +5; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: Undercommon; CR 2

TRAITS

Wounded Fury: While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

ACTIONS

Multiattack: The quaggoth makes two claw attacks.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

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QUAGGOTH SPORE SERVANT

Medium plant, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 45 (6d8+18); SPD: 20 ft., climb 20 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 16 (+3); INT: 2 (-4); WIS: 6 (-2); CHA: 1 (-5); DMG IMMUNE: poison; COND IMMUNE: blinded, charmed, frightened, paralyzed, poisoned; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 8; CR 1

ACTIONS

Multiattack: The spore servant makes two claw attacks.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

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QUAGGOTH THONOT

Medium humanoid (quaggoth), Chaotic Neutral (source: Monster Manual)

AC: 13 (natural armor); HP: 45 (6d8+18); SPD: 30 ft., climb 30 ft.; STR: 17 (+3); DEX: 12 (+1); CON: 16 (+3); INT: 6 (-2); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Athletics +5; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: Undercommon; CR 3

TRAITS

Wounded Fury: While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Innate Spellcasting (Psionics): The quaggoth’s innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components:

At will: feather fall, mage hand (the hand is invisible)

1/day each: cure wounds, enlarge/reduce, heat metal, mirror image

ACTIONS

Multiattack: The quaggoth makes two claw attacks.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

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QUASIT

Tiny fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 13; HP: 7 (3d4); SPD: 40 ft.; STR: 5 (-3); DEX: 17 (+3); CON: 10 (+0); INT: 7 (-2); WIS: 10 (+0); CHA: 10 (+0); SKILLS: Stealth +5; DMG RESIST: cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: Abyssal, Common; CR 1

TRAITS

Shapechanger: The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed . It reverts to its true form if it dies.

Magic Resistance: The quasit has advantage on saving throws against spells and other magical effects.

Variant: Familiar: The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit’s Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

ACTIONS

Claw (Bite in Beast Form): Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/day): One creature of the quasit’s choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Invisibility: The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

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QUIPPER

Tiny beast, Unaligned (source: Monster Manual)

AC: 13; HP: 1 (1d4-1); SPD: swim 40 ft.; STR: 2 (-4); DEX: 16 (+3); CON: 9 (-1); INT: 1 (-5); WIS: 7 (-2); CHA: 2 (-4); SENSES: darkvision 60 ft., passive Perception 8; CR 0

TRAITS

Blood Frenzy: The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Water Breathing: The quipper can breathe only underwater.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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RAHADIN

Medium humanoid (elf) (source: Curse of Strahd), Lawful evil

AC: 18 (studded leather); HP: 135 (18d8+54); SPD: 35 ft.; STR: 14 (+2); DEX: 22 (+6); CON: 17 (+3); INT: 15 (+2); WIS: 16 (+3); CHA: 18 (+4); SAVES: Con +7, Wis +7; SKILLS: Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14; SENSES: darkvision 60 ft., passive Perception 21; LANG: Common, Elvish; CR 10

TRAITS

Deathly Choir: Any creature within 10 feet of Rahadin that isn’t protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.

Fey Ancestry: Rahadin has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Innate Spellcasting: Rahadin’s innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:

3/day: misty step, phantom steed

1/day: magic weapon, nondetection

Mask of the Wild: Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

ACTIONS

Multiattack: Rahadin attacks three times with his scimitar, or twice with his poisoned darts.

Scimitar: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.

Poisoned Dart: Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage.

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RAKSHASA

Medium fiend, Lawful Evil (source: Monster Manual)

AC: 16 (natural armor); HP: 110 (13d8+52); SPD: 40 ft.; STR: 14 (+2); DEX: 17 (+3); CON: 18 (+4); INT: 13 (+1); WIS: 16 (+3); CHA: 20 (+5); SKILLS: Deception +10, Insight +8

Damage Vulnerabilities: piercing from magic weapons wielded by good creatures; DMG IMMUNE: bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 60 ft., passive Perception 13; LANG: Common, Infernal; CR 13

TRAITS

Limited Magic Immunity: The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting: The rakshasa’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion

3/day each: charm person, detect magic, invisibility, major image, suggestion

1/day each: dominate person, fly, plane shift, true seeing

ACTIONS

Multiattack: The rakshasa makes two claw attacks

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

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RAT

Tiny beast, Unaligned (source: Monster Manual)

AC: 10; HP: 1 (1d4-1); SPD: 20 ft.; STR: 2 (-4); DEX: 11 (+0); CON: 9 (-1); INT: 2 (-4); WIS: 10 (+0); CHA: 4 (-3); SENSES: darkvision 30 ft., passive Perception 10; CR 0

TRAITS

Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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RATH MODAR

Medium humanoid (human) (source: Tyranny of Dragons), Lawful evil

AC: 13 (16 with mage armor); HP: 71 (11d8+22); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 14 (+2); INT: 18 (+4); WIS: 14 (+2); CHA: 10 (+0); SAVES: Int +7, Wis +5; SKILLS: Arcana +7, Deception +3, Insight +5, Stealth +6; SENSES: Standard, passive Perception 12; LANG: Common, Draconic, Infernal, Primordial, Thayan; CR 6

TRAITS

Special Equipment: Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.

Spellcasting: Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:

* Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
* 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
* 2nd level (3 slots): detect thoughts, mirror image, phantasmal force
* 3rd level (3 slots): counterspell, fireball, major image
* 4th level (3 slots): confusion, greater invisibility
* 5th level (2 slots): mislead, seeming
* 6th level (1 slot): globe of invulnerability

ACTIONS

Quarterstaff: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.

REACTIONS

Illusory Self (Recharges on a Short or Long Rest): When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.SPELLS – fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability

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RAVEN

Tiny beast, Unaligned (source: Monster Manual)

AC: 12; HP: 1 (1d4-1); SPD: 10 ft., fly 50 ft.; STR: 2 (-4); DEX: 14 (+2); CON: 8 (-1); INT: 2 (-4); WIS: 12 (+1); CHA: 6 (-2); SKILLS: Perception +3; SENSES: Standard, passive Perception 13; CR 0

TRAITS

Mimicry: The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

ACTIONS

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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RAZERBLAST

Medium humanoid (human), Chaotic Evil (source: Elemental Evil)

AC: 17 (splint); HP: 112 (15d8+75); SPD: 30 ft.; STR: 16 (+3); DEX: 11 (+0); CON: 16 (+3); INT: 9 (-1); WIS: 10 (+0); CHA: 13 (+1); SKILLS: Intimidation +4, Perception +3; DMG IMMUNE: fireSenses: Standard, passive Perception 13; LANG: Common, Ignan; CR 5

TRAITS

Searing Armor: The razerblast’s armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature’s turn.

Shrapnel Explosion: When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast’s body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

ACTIONS

Multiattack: The razerblast makes three melee attacks.

Spear: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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RED DRAGON WYRMLING

Medium dragon, Chaotic Evil (source: Monster Manual)

AC: 17 (natural armor); HP: 75 (10d8+30); SPD: 30 ft., climb 30 ft., fly 60 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 17 (+3); INT: 12 (+1); WIS: 11 (+0); CHA: 15 (+2); SAVES: Dex +2, Con +5, Wis +2, Cha +4; SKILLS: Perception +4, Stealth +2; DMG IMMUNE: fire; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 4

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6): The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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RED SLAAD

Large aberration, Chaotic Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 93 (11d10+33); SPD: 30 ft.; STR: 16 (+3); DEX: 12 (+1); CON: 16 (+3); INT: 6 (-2); WIS: 6 (-2); CHA: 7 (-2); SKILLS: Perception +1; DMG RESIST: acid, cold, fire, lightning, thunder; SENSES: darkvision 60 ft., passive Perception 11; LANG: Slaad, telepathy 60 ft.; CR 5

TRAITS

Magic Resistance: The slaad has advantage on saving throws against spells and other magical effects

Regeneration: The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Variant: Control Gem: Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

ACTIONS

Multiattack: The slaad makes three attacks: one with its bite and two with its claws.

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

Hit: 8 (2d4+3) piercing damage.

ACTIONS

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg.

A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.

If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.

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REDBRAND RUFFIAN

Medium humanoid (human), lost mine of phandelver), Neutral Evil

AC: 14 (studded leather armor); HP: 16 (3d8+3); SPD: 30 ft.; STR: 11 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 9 (-1); WIS: 9 (-1); CHA: 11 (+0); SKILLS: Intimidation +2; SENSES: Standard, passive Perception 9; LANG: Common; CR 1/2

ACTIONS

Multiattack: The ruffian makes two melee attacks.

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

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REEF SHARK

Medium beast, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (4d8+4); SPD: swim 40 ft.; STR: 14 (+2); DEX: 13 (+1); CON: 13 (+1); INT: 1 (-5); WIS: 10 (+0); CHA: 4 (-3); SKILLS: Perception +2; SENSES: blindsight 30 ft., passive Perception 12; CR 1/2

TRAITS

Pack Tactics: The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Water Breathing: The shark can breathe only underwater.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

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REMORHAZ

Huge monstrosity, Unaligned (source: Monster Manual)

AC: 17 (natural armor); HP: 195 (17d12+85); SPD: 30 ft., burrow 20 ft.; STR: 24 (+7); DEX: 13 (+1); CON: 21 (+5); INT: 4 (-3); WIS: 10 (+0); CHA: 5 (-3); DMG IMMUNE: cold, fire; SENSES: darkvision 60 ft., tremorsense 60 ft., passive Perception 10; CR 11

TRAITS

Heated Body: A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

ACTIONS

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can’t bite another target.

Swallow: The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz’s turns.

If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

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REVENANT

Medium undead, Neutral (source: Monster Manual)

AC: 13 (leather armor); HP: 136 (16d8+64); SPD: 30 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 18 (+4); INT: 13 (+1); WIS: 16 (+3); CHA: 18 (+4); SAVES: Str +7, Con +7, Wis +6, Cha +7; DMG RESIST: necrotic, psychic; DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned, stunned; SENSES: darkvision 60 ft., passive Perception 13; LANG: the languages it knew in life; CR 5

TRAITS

Regeneration: The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Rejuvenation: When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.

Turn Immunity: The revenant is immune to effects that turn undead.

Vengeful Tracker: The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

ACTIONS

Multiattack: The revenant makes two fist attacks.

Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.

Vengeful Glare: The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.

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REZMIR

Medium humanoid (half-black dragon) (source: Tyranny of Dragons), Neutral Evil

AC: 13 (15 with the Black Dragon Mask); HP: 90 (12d8+36); SPD: 30 ft.; STR: 18 (+4); DEX: 16 (+3); CON: 16 (+3); INT: 15 (+2); WIS: 12 (+1); CHA: 14 (+2); SAVES: Dex +6, Wis +4; SKILLS: Arcana +5, Stealth +9; DMG IMMUNE: acid; COND IMMUNE: charmed, frightened; SENSES: blindsight 10 ft., darkvision 120 ft., passive Perception 11; LANG: Common, Draconic, Infernal, Giant, Netherese; CR 7

TRAITS

Special Equipment: Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.

Amphibious: Rezmir can breathe air and water.

Dark Advantage: Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.

Draconic Majesty: While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).

Immolation: When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.

Legendary Resistance (1/Day): If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.

ACTIONS

Greatsword (Hazirawn): Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.

Caustic Bolt: Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.

Acid Breath (Recharge 5-6): Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Darkness (Costs 2 Actions): If she is wearing the Black Dragon Mask, Rezmir can take up to two LEGENDARY ACTION: between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.

A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

LEGENDARY ACTION: Attack: Rezmir makes one melee attack.

LEGENDARY ACTION: Hide: Rezmir takes the Hide action.

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RHINOCEROS

Large beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 45 (6d10+12); SPD: 40 ft.; STR: 21 (+5); DEX: 8 (-1); CON: 15 (+2); INT: 2 (-4); WIS: 12 (+1); CHA: 6 (-2); SENSES: Standard, passive Perception 11; CR 2

TRAITS

Charge: If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

ACTIONS

Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

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RICTAVIO

Medium humanoid (human) (source: Curse of Strahd), Lawful Good

AC: 12 (leather armor); HP: 77 (14d8+14); SPD: 30 ft.; STR: 9 (-1); DEX: 12 (+1); CON: 13 (+1); INT: 16 (+3); WIS: 18 (+4); CHA: 16 (+3); SAVES: Con +4, Wis +7; SKILLS: Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4; SENSES: Standard, passive Perception 17; LANG: Abyssal, Common, Elvish, Infernal; CR 5

TRAITS

Special Equipment: In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.

Spellcasting: Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:

* Cantrips (at will): guidance, light, mending, thaumaturgy
* 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
* 2nd level (3 slots): augury, lesser restoration, protection from poison
* 3rd level (3 slots): magic circle, remove curse, speak with dead
* 4th level (3 slots): death ward, freedom of movement
* 5th level (1 slot): dispel evil and good

Undead Slayer: When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon’s type.

ACTIONS

Multiattack: Rictavio makes two attacks with his sword cane.

Sword Cane: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).

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RIDING HORSE

Large beast, Unaligned (source: Monster Manual)

AC: 10; HP: 13 (2d10+2); SPD: 60 ft.; STR: 16 (+3); DEX: 10 (+0); CON: 12 (+1); INT: 2 (-4); WIS: 11 (+0); CHA: 7 (-2); SENSES: Standard, passive Perception 10; CR 1/4

ACTIONS

Hooves: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.

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ROC

Gargantuan monstrosity, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 248 (16d20+80); SPD: 20 ft., fly 120 ft.; STR: 28 (+9); DEX: 10 (+0); CON: 20 (+5); INT: 3 (-4); WIS: 10 (+0); CHA: 9 (-1); SAVES: Dex +4, Con +9, Wis +4, Cha +3; SKILLS: Perception +4; SENSES: Standard, passive Perception 14; CR 11

TRAITS

Keen Sight: The roc has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The roc makes two attacks: one with its beak and one with its talons.

Beak: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage.

Talons: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can’t use its talons on another target.

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ROPER

Large monstrosity, Neutral Evil (source: Monster Manual)

AC: 20 (natural armor); HP: 93 (11d10+33); SPD: 10 ft., climb 10 ft.; STR: 18 (+4); DEX: 8 (-1); CON: 17 (+3); INT: 7 (-2); WIS: 16 (+3); CHA: 6 (-2); SKILLS: Perception +6, Stealth +5; SENSES: darkvision 60 ft., passive Perception 16; CR 5

TRAITS

False Appearance: While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.

Grasping Tendrils: The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb: The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack: The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage.

Tendril: Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.

Reel: The roper pulls each creature grappled by it up to 25 ft. straight toward it.

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RUG OF SMOTHERING

Large construct, Unaligned (source: Monster Manual)

AC: 12; HP: 33 (6d10); SPD: 10 ft.; STR: 17 (+3); DEX: 14 (+2); CON: 10 (+0); INT: 1 (-5); WIS: 3 (-4); CHA: 1 (-5); DMG IMMUNE: poison, psychic; COND IMMUNE: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 6; CR 2

TRAITS

Antimagic Susceptibility: The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

Damage Transfer: While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.

False Appearance: While the rug remains motionless, it is indistinguishable from a normal rug.

ACTIONS

Smother: Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6+3) bludgeoning damage.

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RUST MONSTER

Medium monstrosity, Unaligned (source: Monster Manual)

AC: 14 (natural armor); HP: 27 (5d8+5); SPD: 40 ft.; STR: 13 (+1); DEX: 12 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 13 (+1); CHA: 6 (-2); SENSES: darkvision 60 ft., passive Perception 11; CR 1/2

TRAITS

Iron Scent: The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Rust Metal: Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.

Antennae: The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch.

If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

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SABER-TOOTHED TIGER

Large beast, Unaligned (source: Monster Manual)

AC: 12; HP: 52 (7d10+14); SPD: 40 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 15 (+2); INT: 3 (-4); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +3, Stealth +6; SENSES: Standard, passive Perception 13; CR 2

TRAITS

Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.

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SACRED STONE MONK

Medium humanoid (human), Lawful Evil (source: Elemental Evil)

AC: 14; HP: 22 (4d8+4); SPD: 40 ft.; STR: 13 (+1); DEX: 15 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 14 (+2); CHA: 9 (-1); SKILLS: Acrobatics +4, Athletics +3, Perception +4; SENSES: tremorsense 10 ft., passive Perception 14; LANG: Common; CR 1/2

TRAITS

Unarmored Defense: While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Unarmored Movement: While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).

ACTIONS

Multiattack: The monk makes two melee attacks.

Unarmed Strike: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

REACTIONS

Parry: The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.

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SAHUAGIN

Medium humanoid (sahuagin), Lawful Evil (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (4d8+4); SPD: 30 ft., swim 40 ft.; STR: 13 (+1); DEX: 11 (+0); CON: 12 (+1); INT: 12 (+1); WIS: 13 (+1); CHA: 9 (-1); SKILLS: Perception +5; SENSES: darkvision 120 ft., passive Perception 15; LANG: Sahuagin; CR 1/2

TRAITS

Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

ACTIONS

Multiattack: The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

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SAHUAGIN BARON

Medium humanoid (sahuagin), Lawful Evil (source: Monster Manual)

AC: 16 (breastplate); HP: 76 (9d10+27); SPD: 30 ft., swim 50 ft.; STR: 19 (+4); DEX: 15 (+2); CON: 16 (+3); INT: 14 (+2); WIS: 13 (+1); CHA: 17 (+3); SAVES: Dex +5, Con +6, Int +5, Wis +4; SKILLS: Perception +7; SENSES: darkvision 120 ft., passive Perception 17; LANG: Sahuagin; CR 5

TRAITS

Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

ACTIONS

Multiattack: The sahuagin makes three attacks: one with his bite and two with his claws or trident.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Trident: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack.

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SAHUAGIN PRIESTESS

Medium humanoid (sahuagin), Lawful Evil (source: Monster Manual)

AC: 12 (natural armor); HP: 33 (6d8+6); SPD: 30 ft., swim 40 ft.; STR: 13 (+1); DEX: 11 (+0); CON: 12 (+1); INT: 12 (+1); WIS: 14 (+2); CHA: 13 (+1); SKILLS: Perception +6, Religion +3; SENSES: darkvision 120 ft., passive Perception 16; LANG: Sahuagin; CR 2

TRAITS

Blood Frenzy: The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy: The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Spellcasting: The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:

* Cantrips (at will): guidance, thaumaturgy
* 1st level (4 slots): bless, detect magic, guiding bolt
* 2nd level (3 slots): hold person, spiritual weapon (trident)
* 3rd level (3 slots): mass healing word, tongues

ACTIONS

Multiattack: The sahuagin makes two melee attacks: one with her bite and one with her claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

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SALAMANDER

Large elemental, Neutral Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 90 (12d10+24); SPD: 30 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 15 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 12 (+1); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities: cold; DMG IMMUNE: fire; SENSES: darkvision 60 ft., passive Perception 10; LANG: Ignan; CR 5

TRAITS

Heated Body: A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.

Heated Weapons: Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

ACTIONS

Multiattack: The salamander makes two attacks: one with its spear and one with its tail.

Spear: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can’t make tail attacks against other targets.

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SATYR

Medium fey, Chaotic Neutral (source: Monster Manual)

AC: 14 (leather armor); HP: 31 (7d8); SPD: 40 ft.; STR: 12 (+1); DEX: 16 (+3); CON: 11 (+0); INT: 12 (+1); WIS: 10 (+0); CHA: 14 (+2); SKILLS: Perception +2, Performance +6, Stealth +5; SENSES: Standard, passive Perception 12; LANG: Common, Elvish, Sylvan; CR 1/2

TRAITS

Magic Resistance: The satyr has advantage on saving throws against spells and other magical effects.

ACTIONS

Ram: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage.

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6+3) piercing damage.

Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Variant: Panpipes: Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.

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SCARECROW

Medium construct, Chaotic Evil (source: Monster Manual)

AC: 11; HP: 36 (8d8); SPD: 30 ft.; STR: 11 (+0); DEX: 13 (+1); CON: 11 (+0); INT: 10 (+0); WIS: 10 (+0); CHA: 13 (+1); DMG RESIST: bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities: fire; DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious; SENSES: darkvision 60 ft., passive Perception 10; LANG: understands the languages of its creator but can’t speak; CR 1

TRAITS

False Appearance: While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

ACTIONS

Multiattack: The scarecrow makes two claw attacks.

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn.

Terrifying Glare: The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed.

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SCORPION

Tiny beast, Unaligned (source: Monster Manual)

AC: 11 (natural armor); HP: 1 (1d4-1); SPD: 10 ft.; STR: 2 (-4); DEX: 11 (+0); CON: 8 (-1); INT: 1 (-5); WIS: 8 (-1); CHA: 2 (-4); SENSES: blindsight 10 ft., passive Perception 9; CR 0

ACTIONS

Sting: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

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SCOUT

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 13 (leather armor); HP: 16 (3d8+3); SPD: 30 ft.; STR: 11 (+0); DEX: 14 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 13 (+1); CHA: 11 (+0); SKILLS: Nature +4, Perception +5, Stealth +6, Survival +5; SENSES: Standard, passive Perception 15; LANG: any one language (usually Common); CR 1/2

TRAITS

Keen Hearing and Sight: The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS

Multiattack: The scout makes two melee attacks or two ranged attacks.

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Longbow: Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

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SEA HAG

Medium fey, Chaotic Evil (source: Monster Manual)

AC: 14 (natural armor); HP: 52 (7d8+21); SPD: 30 ft., swim 40 ft.; STR: 16 (+3); DEX: 13 (+1); CON: 16 (+3); INT: 12 (+1); WIS: 12 (+1); CHA: 13 (+1); SENSES: darkvision 60 ft., passive Perception 11; LANG: Aquan, Common, Giant; CR 2

TRAITS

Amphibious: The hag can breathe air and water.

Horrific Appearance: Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag’s Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Hag Coven: When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
* 1st level (4 slots): identify, ray of sickness
* 2nd level (3 slots): hold person, locate object
* 3rd level (3 slots): bestow curse, counterspell, lightning bolt
* 4th level (3 slots): phantasmal killer, polymorph
* 5th level (2 slots): contact other plane, scrying
* 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.

Hag Eye (Coven Only): A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

ACTIONS

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Death Glare: The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

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SEA HORSE

Tiny beast, Unaligned (source: Monster Manual)

AC: 11; HP: 1 (1d4-1); SPD: swim 20 ft.; STR: 1 (-5); DEX: 12 (+1); CON: 8 (-1); INT: 1 (-5); WIS: 10 (+0); CHA: 2 (-4); SENSES: Standard, passive Perception 10; CR 0

TRAITS

Water Breathing: The sea horse can breathe only underwater.

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SEVERIN

Medium humanoid (human) (source: Tyranny of Dragons), Neutral Evil

AC: 16; HP: 150 (20d8+60); SPD: 30 ft.; STR: 10 (+0); DEX: 13 (+1); CON: 16 (+3); INT: 17 (+3); WIS: 12 (+1); CHA: 20 (+5); SAVES: Dex +5, Wis +5; SKILLS: Arcana +7, Religion +7; DMG RESIST: While wearing the mask of the Dragon Queen: acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons; DMG IMMUNE: While wearing the mask of the Dragon Queen: fire; COND IMMUNE: While wearing the mask of the Dragon Queen: charmed, frightened, poisoned; SENSES: While wearing the Mask of the Dragon Queen: darkvision 60 ft., passive Perception 11; LANG: Common, Draconic, Infernal; CR 11

TRAITS

Special Equipment: Severin has the Mask of the Dragon Queen.

Draconic Majesty: Severin adds his Charisma bonus to his AC (included).

Ignite Enemy: If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.

Legendary Resistance (5/Day): While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.

ACTIONS

Burning Touch: Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage.

Flaming Orb: Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage.

Scorching Burst: Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Attack: If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Severin regains spent LEGENDARY ACTION: at the start of his turn.

Severin makes one attack.

LEGENDARY ACTION: Fiery Teleport (Costs 2 Actions): Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1dlO) fire damage.

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SHADOW

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 12; HP: 16 (3d8+3); SPD: 40 ft.; STR: 6 (-2); DEX: 14 (+2); CON: 13 (+1); INT: 6 (-2); WIS: 10 (+0); CHA: 8 (-1); SKILLS: Stealth +4; DMG RESIST: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities: radiant; DMG IMMUNE: necrotic, poison; COND IMMUNE: exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 60 ft., passive Perception 10; CR 1/2

TRAITS

Amorphous: The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Strength Drain: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and the target’s Strength score is reduced by 1d4. 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 new shadow rises from the corpse 1d4 hours later.

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SHADOW DEMON

Medium fiend (demon), Chaotic Evil (source: Monster Manual)

AC: 13; HP: 66 (12d8+12); SPD: 30 ft., fly 30 ft.; STR: 1 (-5); DEX: 17 (+3); CON: 12 (+1); INT: 14 (+2); WIS: 13 (+1); CHA: 14 (+2); SAVES: Dex +5, Cha +4; SKILLS: Stealth +7; DMG RESIST: acid, fire, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities: radiant; DMG IMMUNE: cold, lightning, poison; COND IMMUNE: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained; SENSES: darkvision 120 ft., passive Perception 11; LANG: Abyssal, telepathy 120 ft.; CR 4

TRAITS

Incorporeal Movement: The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Light Sensitivity: While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth: While in dim light or darkness, the demon can take the Hide action as a bonus action.

ACTIONS

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6+3) psychic damage.

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SHALVUS MARTHOLIO

Medium humanoid (Turami human), (source: Storm Kings Thunder), Neutral

AC: 13 (leather); HP: 27 (6d8); SPD: 30 ft.; STR: 10 (+0); DEX: 15 (+2); CON: 10 (+0); INT: 12 (+1); WIS: 14 (+2); CHA: 14 (+2); SKILLS: Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4; SENSES: Standard, passive Perception 12; LANG: Common, Elvish; CR 0

TRAITS

Sneak Attack (1/turn): Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn’t incapacitated and Shalvus doesn’t have disadvantage on the attack roll.

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with both hands.

Hand Crossbow: Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Shalvus carries ten crossbow bolts.

Roleplaying Information: Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network’s control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.

Ideal: “I’ll do what it takes to prove myself to the Zhentarim.”

Bond: “I love animals, and I’m very protective of them.”

Flaw: “I can’t resist taking risks to feed my ambitions.”

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SHAMBLING MOUND

Large plant, Unaligned (source: Monster Manual)

AC: 15 (natural armor); HP: 136 (16d10+48); SPD: 20 ft., swim 20 ft.; STR: 18 (+4); DEX: 8 (-1); CON: 16 (+3); INT: 5 (-3); WIS: 10 (+0); CHA: 5 (-3); SKILLS: Stealth +2; DMG RESIST: cold, fire; DMG IMMUNE: lightning; COND IMMUNE: blinded, deafened, exhaustion; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 10; CR 5

TRAITS

Lightning Absorption: Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

ACTIONS

Multiattack: The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Engulf: The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

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SHIELD GUARDIAN

Large construct, Unaligned (source: Monster Manual)

AC: 17 (natural armor); HP: 142 (15d10+60); SPD: 30 ft.; STR: 18 (+4); DEX: 8 (-1); CON: 18 (+4); INT: 7 (-2); WIS: 10 (+0); CHA: 3 (-4); DMG IMMUNE: poison; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, poisoned; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 10; LANG: understands commands given in any language but can’t speak; CR 7

TRAITS

Bound: The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.

Regeneration: The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.

Spell Storing: A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

ACTIONS

Multiattack: The guardian makes two fist attacks.

Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

REACTIONS

Shield: When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer.

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SHOALAR QUANDERIL

Medium humanoid (water genasi), Lawful Evil (source: Elemental Evil)

AC: 10 (13 with mage armor); HP: 60 (8d8+24); SPD: 30 ft., swim 30 ft.; STR: 11 (+0); DEX: 12 (+1); CON: 16 (+3); INT: 14 (+2); WIS: 10 (+0); CHA: 17 (+3); SKILLS: Arcana +4, Deception +5, Insight +2, Persuasion +5; DMG RESIST: acid; SENSES: Standard, passive Perception 10; LANG: Aquan, Common; CR 4

TRAITS

Amphibious: Shoalar can breathe air and water.

Innate Spellcasting: Shoalar’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:

* At will: shape water

* 1/day: create or destroy water

Spellcasting: Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells:

* Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost
* 1st level (4 slots): disguise self, mage armor, magic missile
* 2nd level (3 slots): hold person, misty step
* 3rd level (2 slots): tidal wave

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

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SHRIEKER

Medium plant, Unaligned (source: Monster Manual)

AC: 5; HP: 13 (3d8); SPD: 0 ft.; STR: 1 (-5); DEX: 1 (-5); CON: 10 (+0); INT: 1 (-5); WIS: 3 (-4); CHA: 1 (-5); COND IMMUNE: blinded, deafened, frightened; SENSES: blindsight 30 ft. (blind beyond this radius), passive Perception 6; CR 0

TRAITS

False Appearance: While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

ACTIONS

Shriek: When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward

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SILDAR HALLWINTER

Medium humanoid (human), lost mine of phandelver), Neutral Good

AC: 16 (chain mail); HP: 27 (5d8+5); SPD: 30 ft.; STR: 13 (+1); DEX: 10 (+0); CON: 12 (+1); INT: 10 (+0); WIS: 11 (+0); CHA: 10 (+0); SAVES: Str +3, Con +3; SKILLS: Perception +2; SENSES: Standard, passive Perception 12; LANG: Common; CR 1

ACTIONS

Multiattack: Sildar makes two melee attacks.

Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage.

REACTIONS

Parry: When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he’s wielding a melee weapon.

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SILVER DRAGON WYRMLING

Medium dragon, Lawful Good (source: Monster Manual)

AC: 17 (natural armor); HP: 45 (6d8+18); SPD: 30 ft., fly 60 ft.; STR: 19 (+4); DEX: 10 (+0); CON: 17 (+3); INT: 12 (+1); WIS: 11 (+0); CHA: 15 (+2); SAVES: Dex +2, Con +5, Wis +2, Cha +4; SKILLS: Perception +4, Stealth +2; DMG IMMUNE: cold; SENSES: blindsight 10 ft., darkvision 60 ft., passive Perception 14; LANG: Draconic; CR 2

ACTIONS

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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SIR BARIC NYLEF

Medium humanoid (Illuskan human), (source: Storm Kings Thunder), Lawful Good

AC: 18 (plate); HP: 52 (8d8+16); SPD: 30 ft.; STR: 18 (+4); DEX: 11 (+0); CON: 14 (+2); INT: 11 (+0); WIS: 15 (+2); CHA: 15 (+2); SKILLS: Insight +4, Investigation +2, Medicine +4, Survival +4; SENSES: Standard, passive Perception 12; LANG: Common; CR 0

TRAITS

Brave: Baric has advantage on saving throws against being frightened.

ACTIONS

Maul: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Baric carries twenty crossbow bolts.

Roleplaying Information: As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil “the Weezil” Forkbeard, who is rumored to be hiding in Iceland Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.

Ideal: “Evil must not be allowed to thrive in this world.”

Bond: “Tyr is my lord; the order, my family. Through my actions, I shall honor both.”

Flaw: “I’m not afraid to die. When Tyr finally calls me, I’ll go to him happily.”

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SIRAC OF SUZAIL

Medium humanoid (Chondathan human), (source: Storm Kings Thunder), Lawful Good

AC: 14 (leather); HP: 22 (5d8); SPD: 30 ft.; STR: 14 (+2); DEX: 17 (+3); CON: 11 (+0); INT: 12 (+1); WIS: 13 (+1); CHA: 16 (+3); SKILLS: Athletics +4, Insight +3, Survival +3; SENSES: Standard, passive Perception 11; LANG: Common, Orc; CR 0

ACTIONS

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Dart: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Sirac carries six darts.

REACTIONS

Parry: Sirac adds 2 to his AC against on melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.Roleplaying Information: An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fishe but instead found religion. The misbegotten son of Artus Climber, a renowened human adventurer, Sirac hasn’t seen his father since he was a baby.

Ideal: “Without duty or loyalty, a man is nothing.”

Bond: “Icewind Dale is where i belong for the rest of my life.”

Flaw: “I am honest to a fault.”

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SKELETON

Medium undead, Lawful Evil (source: Monster Manual)

AC: 13 (armor scraps); HP: 13 (2d8+4); SPD: 30 ft.; STR: 10 (+0); DEX: 14 (+2); CON: 15 (+2); INT: 6 (-2); WIS: 8 (-1); CHA: 5 (-3)

Damage Vulnerabilities: bludgeoning; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 9; LANG: understands all languages it spoke in life but can’t speak; CR 1/4

ACTIONS

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

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SKYWEAVER

Medium humanoid (human), Chaotic Evil (source: Elemental Evil)

AC: 12 (15 with mage armor); HP: 44 (8d8+8); SPD: 30 ft.; STR: 8 (-1); DEX: 14 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 10 (+0); CHA: 16 (+3); SKILLS: Deception +5, Persuasion +5; SENSES: Standard, passive Perception 10; LANG: Auran, Common; CR 3

TRAITS

Spellcasting: The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp
* 1st level (4 slots): feather fall, mage armor, witch bolt
* 2nd level (3 slots): gust of wind, invisibility
* 3rd level (3 slots): fly, lightning bolt

ACTIONS

Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

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SLAAD TADPOLE

Tiny aberration, Chaotic Neutral (source: Monster Manual)

AC: 12; HP: 10 (4d4); SPD: 30 ft.; STR: 7 (-2); DEX: 15 (+2); CON: 10 (+0); INT: 3 (-4); WIS: 5 (-3); CHA: 3 (-4); SKILLS: Stealth +4; DMG RESIST: acid, cold, fire, lightning, thunder; SENSES: darkvision 60 ft., passive Perception 7; LANG: understands Slaad but can’t speak; CR 1/8

TRAITS

Magic Resistance: The slaad has advantage on saving throws against spells and other magical effects

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

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SMOKE MEPHIT

Small elemental, Neutral Evil (source: Monster Manual)

AC: 12; HP: 22 (5d6+5); SPD: 30 ft., fly 30 ft.; STR: 6 (-2); DEX: 14 (+2); CON: 12 (+1); INT: 10 (+0); WIS: 10 (+0); CHA: 11 (+0); SKILLS: Perception +2, Stealth +4; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Auran, Ignan; CR 1/4

TRAITS

Death Burst: When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.

Innate Spellcasting (1/Day): The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage.

Cinder Breath (Recharge 6): The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn .

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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SOLAR

Large celestial, Lawful Good (source: Monster Manual)

AC: 21 (natural armor); HP: 243 (18d10+144); SPD: 50 ft., fly 150 ft.; STR: 26 (+8); DEX: 22 (+6); CON: 26 (+8); INT: 25 (+7); WIS: 25 (+7); CHA: 30 (+10); SAVES: Int +14, Wis +14, Cha +17; SKILLS: Perception +14; DMG RESIST: radiant, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: necrotic, poison; COND IMMUNE: charmed, exhaustion, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 24; LANG: all, telepathy 120 ft.; CR 21

TRAITS

Angelic Weapons: The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness: The solar knows if it hears a lie.

Innate Spellcasting: The solar’s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The solar makes two greatsword attacks.

Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/Day): The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

LEGENDARY ACTION: Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.

LEGENDARY ACTION: Searing Burst (Costs 2 Actions): The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION: Blinding Gaze (Costs 3 Actions): The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

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SPECTATOR

Medium aberration, Lawful Neutral (source: Monster Manual)

AC: 14 (natural armor); HP: 39 (6d8+12); SPD: 0 ft., fly 30 ft. (hover); STR: 8 (-1); DEX: 14 (+2); CON: 14 (+2); INT: 13 (+1); WIS: 14 (+2); CHA: 11 (+0); SKILLS: Perception +6; COND IMMUNE: prone; SENSES: darkvision 120 ft., passive Perception 16; LANG: Deep Speech, Undercommon, telepathy 120 ft.; CR 3

ACTIONS

Bite: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) piercing damage.

Eye Rays: The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn.

1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next 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 the target can’t attack, it does nothing on its turn.

2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.

4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

ACTIONS

Create Food and Water: The spectator magically creates enough food and water to sustain itself for 24 hours.

REACTIONS

Spell Reflection: If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. 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.

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SPECTER

Medium undead, Chaotic Evil (source: Monster Manual)

AC: 12; HP: 22 (5d8); SPD: 0 ft., fly 50 ft. (hover); STR: 1 (-5); DEX: 14 (+2); CON: 11 (+0); INT: 10 (+0); WIS: 10 (+0); CHA: 11 (+0); DMG RESIST: acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: necrotic, poison; COND IMMUNE: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious; SENSES: darkvision 60 ft., passive Perception 10; LANG: understands all languages it knew in life but can’t speak; CR 1

TRAITS

Incorporeal Movement: The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity: While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Life Drain: Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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SPIDER

Tiny beast, Unaligned (source: Monster Manual)

AC: 12; HP: 1 (1d4-1); SPD: 20 ft., climb 20 ft.; STR: 2 (-4); DEX: 14 (+2); CON: 8 (-1); INT: 1 (-5); WIS: 10 (+0); CHA: 2 (-4); SKILLS: Stealth +4; SENSES: darkvision 30 ft., passive Perception 12; CR 0

TRAITS

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker: The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

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SPINED DEVIL

Small fiend (devil), Lawful Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 22 (5d6+5); SPD: 20 ft., fly 40 ft.; STR: 10 (+0); DEX: 15 (+2); CON: 12 (+1); INT: 11 (+0); WIS: 14 (+2); CHA: 8 (-1); DMG RESIST: cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered; DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 120 ft., passive Perception 12; LANG: Infernal, telepathy 120 ft.; CR 2

TRAITS

Devil’s Sight: Magical darkness doesn’t impede the devil’s darkvision.

Flyby: The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Limited Spines: The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.

Magic Resistance: The devil has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Fork: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Tail Spine: Ranged Weapon Attack: +4 to hit, range 20/80 ft ., one target. Hit: 4 (1d4+2) piercing damage plus 3 (1d6) fire damage.

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SPIRIT NAGA

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 75 (10d10+20); SPD: 40 ft.; STR: 18 (+4); DEX: 17 (+3); CON: 14 (+2); INT: 16 (+3); WIS: 15 (+2); CHA: 16 (+3); SAVES: Dex +6, Con +5, Wis +5, Cha +6; DMG IMMUNE: poison; COND IMMUNE: charmed, poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Abyssal, Common; CR 8

TRAITS

Rejuvenation: If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.

Spellcasting: The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:

* Cantrips (at will): mage hand, minor illusion, ray of frost
* 1st level (4 slots): charm person, detect magic, sleep
* 2nd level (3 slots): detect thoughts, hold person
* 3rd level (3 slots): lightning bolt, water breathing
* 4th level (3 slots): blight, dimension door
* 5th level (2 slots): dominate person

ACTIONS

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.

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SPRITE

Tiny fey, Neutral Good (source: Monster Manual)

AC: 15 (leather armor); HP: 2 (1d4); SPD: 10 ft., fly 40 ft.; STR: 3 (-4); DEX: 18 (+4); CON: 10 (+0); INT: 14 (+2); WIS: 13 (+1); CHA: 11 (+0); SKILLS: Perception +3, Stealth +8; SENSES: Standard, passive Perception 13; LANG: Common, Elvish, Sylvan; CR 1/4

ACTIONS

Longsword: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Shortbow: Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight: The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility: The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

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SPY

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 12; HP: 27 (6d8); SPD: 30 ft.; STR: 10 (+0); DEX: 15 (+2); CON: 10 (+0); INT: 12 (+1); WIS: 14 (+2); CHA: 16 (+3); SKILLS: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4; SENSES: Standard, passive Perception 16; LANG: any two languages; CR 1

TRAITS

Cunning Action: On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn): The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

ACTIONS

Multiattack: The spy makes two melee attacks.

Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Hand Crossbow: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

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STEAM MEPHIT

Small elemental, Neutral Evil (source: Monster Manual)

AC: 10; HP: 21 (6d6); SPD: 30 ft., fly 30 ft.; STR: 5 (-3); DEX: 11 (+0); CON: 10 (+0); INT: 11 (+0); WIS: 10 (+0); CHA: 12 (+1); DMG IMMUNE: fire, poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 10; LANG: Aquan, Ignan; CR 1/4

TRAITS

Death Burst: When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Innate Spellcasting (1/Day): The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

ACTIONS

Claws: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage.

Steam Breath (Recharge 6): The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Variant: Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

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STIRGE

Tiny beast, Unaligned (source: Monster Manual)

AC: 14 (natural armor); HP: 2 (1d4); SPD: 10 ft., fly 40 ft.; STR: 4 (-3); DEX: 16 (+3); CON: 11 (+0); INT: 2 (-4); WIS: 8 (-1); CHA: 6 (-2); SENSES: darkvision 60 ft., passive Perception 9; CR 1/8

ACTIONS

Blood Drain: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4+3) hit points due to blood loss.

The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.

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STONE GIANT

Huge giant, Neutral (source: Monster Manual)

AC: 17 (natural armor); HP: 126 (11d12+55); SPD: 40 ft.; STR: 23 (+6); DEX: 15 (+2); CON: 20 (+5); INT: 10 (+0); WIS: 12 (+1); CHA: 9 (-1); SAVES: Dex +5, Con +8, Wis +4; SKILLS: Athletics +12, Perception +4; SENSES: darkvision 60 ft., passive Perception 14; LANG: Giant; CR 7

TRAITS

Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

ACTIONS

Fling: The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant’s choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.

Rolling Rock: The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10+6) bludgeoning damage and falling prone on a failed save

Multiattack: The giant makes two greatclub attacks.

Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

REACTIONS

Rock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

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STONE GOLEM

Large construct, Unaligned (source: Monster Manual)

AC: 17 (natural armor); HP: 178 (17d10+85); SPD: 30 ft.; STR: 22 (+6); DEX: 9 (-1); CON: 20 (+5); INT: 3 (-4); WIS: 11 (+0); CHA: 1 (-5); DMG IMMUNE: poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine; COND IMMUNE: charmed, exhaustion, frightened, paralyzed, petrified, poisoned; SENSES: darkvision 120 ft., passive Perception 10; LANG: understands the languages of its creator but can’t speak; CR 10

TRAITS

Immutable Form: The golem is immune to any spell or effect that would alter its form.

Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons: The golem’s weapon attacks are magical.

ACTIONS

Multiattack: The golem makes two slam attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.

Slow (Recharge 5-6): The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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STONEMELDER

Medium humanoid (human), Neutral Evil (source: Elemental Evil)

AC: 17 (splint); HP: 75 (10d8+30); SPD: 30 ft.; STR: 15 (+2); DEX: 10 (+0); CON: 16 (+3); INT: 12 (+1); WIS: 11 (+0); CHA: 17 (+3); SKILLS: Intimidation +5, Perception +2; SENSES: tremorsense 30 ft., passive Perception 12; LANG: Common, Terran; CR 4

TRAITS

Death Burst: When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Spellcasting: The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:

* Cantrips (at will): acid splash, blade ward, light, mending, mold earth
* 1st level (4 slots): expeditious retreat, false life, shield
* 2nd level (3 slots): Maximilian’s earthen grasp, shatter
* 3rd level (3 slots): erupting earth, meld into stone
* 4th level (1 slot): stoneskin

ACTIONS

Black Earth Rod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st.

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STORM GIANT

Huge giant, Chaotic Good (source: Monster Manual)

AC: 16 (scale mail); HP: 230 (20d12+100); SPD: 50 ft., swim 50 ft.; STR: 29 (+9); DEX: 14 (+2); CON: 20 (+5); INT: 16 (+3); WIS: 18 (+4); CHA: 18 (+4); SAVES: Str +14, Con +10, Wis +9, Cha +9; SKILLS: Arcana +8, Athletics +14, History +8, Perception +9; DMG RESIST: cold; DMG IMMUNE: lightning, thunderSenses: Standard, passive Perception 19; LANG: Common, Giant; CR 13

TRAITS

Amphibious: The giant can breathe air and water.

Innate Spellcasting: The giant’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

ACTIONS

Multiattack: The giant makes two greatsword attacks.

Greatsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.

Rock: Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.

Lightning Strike (Recharge 5-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

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STORM GIANT QUINTESSENT

Huge giant (storm giant) (source: Volo’s Guide), Chaotic Good

AC: 12; HP: 230 (20d12+100); SPD: 50 ft., fly 50 ft. (hover), swim 50 ft.; STR: 29 (+9); DEX: 14 (+2); CON: 20 (+5); INT: 17 (+3); WIS: 30 (+10); CHA: 19 (+4); SAVES: Str +14, Con +10, Wis +10, Cha +9; SKILLS: Arcana +8, History +8, Perception +10; DMG RESIST: cold; bludgeoning, piercing, and slashing from nonmagical attacks; DMG IMMUNE: lightning, thunder; SENSES: truesight 60 ft., passive Perception 20; LANG: Common, Giant; CR 16

TRAITS

Amphibious: The giant can breathe air and water.

ACTIONS

Multiattack: The giant makes two Lightning Sword attacks or uses Wind Javelin twice.

Lightning Sword: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage.

Windjavelin: The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.

LEGENDARY ACTION: (3/Turn): The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent LEGENDARY ACTION: at the start of its turn.

LEGENDARY ACTION: Gust: The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.

LEGENDARY ACTION: Thunderbolt (2 Actions): The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.

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STRAHD ZOMBIE

Medium undead (source: Curse of Strahd), Unaligned

AC: 8; HP: 30 (4d8+12); SPD: 20 ft.; STR: 13 (+1); DEX: 6 (-2); CON: 16 (+3); INT: 3 (-4); WIS: 6 (-2); CHA: 5 (-3); SAVES: Wis +0; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 8; LANG: understands the languages it knew in life but can’t speak; CR 1

TRAITS

Loathsome Limbs: Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:

1-8: One leg is severed from the zombie if it has any legs left.

9-16: One arm is severed from the zombie if it has any arms left.

17-20: The zombie is decapitated.

If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie’s hit points.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.

If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.

The zombie’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.

ACTIONS

Multiattack: The zombie makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

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STRAHD VON ZAROVICH

Medium undead (shapechanger) (source: Curse of Strahd), Lawful evil

AC: 16 (natural armor); HP: 144 (17d8+68); SPD: 30 ft.; STR: 18 (+4); DEX: 18 (+4); CON: 18 (+4); INT: 20 (+5); WIS: 15 (+2); CHA: 18 (+4); SAVES: Dex +9, Wis +7, Cha +9; SKILLS: Arcana +15, Perception +12, Religion +10, Stealth +14; DMG RESIST: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks; SENSES: darkvision 120 ft., passive Perception 22; LANG: Abyssal, Common, Draconic, Elvish, Giant, Infernal; CR 15

TRAITS

Shapechanger: If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.

While in bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.

While in mist form, Strahd can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (3/Day): If Strahd fails a saving throw, he can choose to succeed instead.

Misty Escape: When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed.

While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.

Regeneration: Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

Spellcasting: Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:

* Cantrips (at will): mage hand, prestidigitation, ray of frost
* 1st level (4 slots): comprehend languages, fog cloud, sleep
* 2nd level (3 slots): detect thoughts, gust of wind, mirror image
* 3rd level (3 slots): animate dead, fireball, nondetection
* 4th level (3 slots): blight, greater invisibility, polymorph
* 5th level (1 slot): animate objects, scrying

Spider Climb: Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: Strahd has the following flaws.

Forbiddance: He can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.

Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.

Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack (Vampire Form Only): Strahd makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage.

Bite (Bat or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd’s control.

Charm: Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests and actions in the most favorable way and lets Strahd bite it.

Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

ACTIONS

Children of the Night (1/day): Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.

LEGENDARY ACTIONS

Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Strahd regains spent LEGENDARY ACTION: at the start of his turn.

LEGENDARY ACTION: Move: Strahd moves up to his speed without provoking opportunity attacks.

LEGENDARY ACTION: Unarmed Strike: Strahd makes one unarmed strike.

LEGENDARY ACTION: Bite (Costs 2 Actions): Strahd makes one bite attack.

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STRAHD’S ANIMATED ARMOR

Medium construct (source: Curse of Strahd), Lawful evil

AC: 21 (natural armor); HP: 112 (15d8+45); SPD: 30 ft.; STR: 17 (+3); DEX: 13 (+1); CON: 16 (+3); INT: 9 (-1); WIS: 10 (+0); CHA: 9 (-1); SKILLS: Perception +3; DMG RESIST: cold, fire; DMG IMMUNE: lightning, poison; COND IMMUNE: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 13; LANG: understands Common but can’t speak; CR 6

TRAITS

Constructed Nature: An animated object doesn’t require air, food, drink, or sleep.

The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.

Antimagic Susceptibility: The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance: While the armor remains motionless, it is indistinguishable from a normal suit of armor.

ACTIONS

Multiattack: The armor makes two melee attacks or uses Shocking Bolt twice.

Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.

Shocking Bolt: Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.

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SUCCUBUS/INCUBUS

Medium fiend (shapechanger), Neutral Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 66 (12d8+12); SPD: 30 ft., fly 60 ft.; STR: 8 (-1); DEX: 17 (+3); CON: 13 (+1); INT: 15 (+2); WIS: 12 (+1); CHA: 20 (+5); SKILLS: Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7; DMG RESIST: cold, fire, lightning, poison, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 60 ft., passive Perception 15; LANG: Abyssal, Common, Infernal, telepathy 60 ft.; CR 4

TRAITS

Telepathic Bond: The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.

Shapechanger: The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

ACTIONS

Thunderous Stomp (Recharge 6): The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant’s next turn. On a successful save, a creature takes half as much damage and isn’t deafened. The thunderclap can be heard out to a range of 1,200 feet.

Claw (Fiend Form Only): Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Charm: One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.

The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

ACTIONS

Draining Kiss: The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is 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 reduces its hit point maximum to 0.

Etherealness: The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

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SWARM OF BATS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12; HP: 22 (5d8); SPD: 0 ft., fly 30 ft.; STR: 5 (-3); DEX: 15 (+2); CON: 10 (+0); INT: 2 (-4); WIS: 12 (+1); CHA: 4 (-3); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 60 ft., passive Perception 11; CR 1/4

TRAITS

Echolocation: The swarm can’t use its blindsight while deafened.

Keen Hearing: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF BEETLES

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (5d8); SPD: 20 ft., burrow 5 ft., climb 20 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 10 (+0); INT: 1 (-5); WIS: 7 (-2); CHA: 1 (-5); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 10 ft., passive Perception 8; CR 1/2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF CENTIPEDES

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (5d8); SPD: 20 ft., climb 20 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 10 (+0); INT: 1 (-5); WIS: 7 (-2); CHA: 1 (-5); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 10 ft., passive Perception 8; CR 1/2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.

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SWARM OF CRANIUM RATS

Medium swarm of Tiny beasts (source: Volo’s Guide), Lawful evil

AC: 12; HP: 36 (8d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 10 (+0); INT: 15 (+2); WIS: 11 (+0); CHA: 14 (+2); DMG RESIST: bludgenoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: darkvision 30 ft., passive Perception 10; LANG: telepathy 30 ft.; CR 5

TRAITS

Illumination: As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.

Innate Spellcasting (Psionics): The swarm’s innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::

* At will: command, comprehend languages, detect thoughts

* 1/day each: confusion, dominate monster

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.

Telepathic Shroud: The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.

ACTIONS

Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF INSECTS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (5d8); SPD: 20 ft., climb 20 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 10 (+0); INT: 1 (-5); WIS: 7 (-2); CHA: 1 (-5); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 10 ft., passive Perception 8; CR 1/2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF POISONOUS SNAKES

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 14; HP: 36 (8d8); SPD: 30 ft., swim 30 ft.; STR: 8 (-1); DEX: 18 (+4); CON: 11 (+0); INT: 1 (-5); WIS: 10 (+0); CHA: 3 (-4); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 10 ft., passive Perception 10; CR 2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

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SWARM OF QUIPPERS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 13; HP: 28 (8d8-8); SPD: 0 ft., swim 40 ft.; STR: 13 (+1); DEX: 16 (+3); CON: 9 (-1); INT: 1 (-5); WIS: 7 (-2); CHA: 2 (-4); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: darkvision 60 ft., passive Perception 8; CR 1

TRAITS

Blood Frenzy: The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points.

Water Breathing: The swarm can breathe only underwater.

ACTIONS

Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF RATS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 10; HP: 24 (7d8-7); SPD: 30 ft.; STR: 9 (-1); DEX: 11 (+0); CON: 9 (-1); INT: 2 (-4); WIS: 10 (+0); CHA: 3 (-4); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: darkvision 30 ft., passive Perception 10; CR 1/4

TRAITS

Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF RAVENS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12; HP: 24 (7d8-7); SPD: 10 ft., fly 50 ft.; STR: 6 (-2); DEX: 14 (+2); CON: 8 (-1); INT: 3 (-4); WIS: 12 (+1); CHA: 6 (-2); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunnedSenses: Standard, passive Perception 15; CR 1/4

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Beaks: Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF ROT GRUBS

Medium swarm of Tiny beasts (source: Volo’s Guide), Unaligned

AC: 8; HP: 22 (5d8); SPD: 5 ft., climb 5 ft.; STR: 2 (-4); DEX: 7 (-2); CON: 10 (+0); INT: 1 (-5); WIS: 2 (-4); CHA: 1 (-5); DMG RESIST: piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained; SENSES: blindsight 10 ft., passive Perception 6; CR 1/2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.

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SWARM OF SPIDERS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (5d8); SPD: 20 ft., climb 20 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 10 (+0); INT: 1 (-5); WIS: 7 (-2); CHA: 1 (-5); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 10 ft., passive Perception 8; CR 1/2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

Spider Climb: The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.

Web Walker: The swarm ignores movement restrictions caused by webbing.

ACTIONS

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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SWARM OF WASPS

Medium swarm of Tiny beasts, Unaligned (source: Monster Manual)

AC: 12 (natural armor); HP: 22 (5d8); SPD: 5 ft., fly 30 ft.; STR: 3 (-4); DEX: 13 (+1); CON: 10 (+0); INT: 1 (-5); WIS: 7 (-2); CHA: 1 (-5); DMG RESIST: bludgeoning, piercing, slashing; COND IMMUNE: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned; SENSES: blindsight 10 ft., passive Perception 8; CR 1/2

TRAITS

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.

ACTIONS

Bites: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

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SWASHBUCKLER

Medium humanoid (any race) (source: Volo’s Guide), any non-lawful alignment

AC: 17 (leather armor); HP: 66 (12d8+12); SPD: 30 ft.; STR: 12 (+1); DEX: 18 (+4); CON: 12 (+1); INT: 14 (+2); WIS: 11 (+0); CHA: 15 (+2); SKILLS: Acrobatics +8, Athletics +5, Persuasion +6; SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 3

TRAITS

Lightfooted: The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.

Suave Defense: While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

ACTIONS

Multiattack: The swashbuckler makes three attacks: one with a dagger and two with its rapier.

Dagger: Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Rapier: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

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TALIS THE WHITE

Medium humanoid (half-elf) (source: Tyranny of Dragons), Lawful evil

AC: 18 (scale mail +1, shield); HP: 58 (9d8+18); SPD: 30 ft.; STR: 14 (+2); DEX: 12 (+1); CON: 14 (+2); INT: 10 (+0); WIS: 16 (+3); CHA: 16 (+3); SAVES: Wis +6, Cha +6; SKILLS: Deception +6, Insight +6, Perception +6, Persuasion +6; SENSES: darkvision 60 ft., passive Perception 16; LANG: Common, Draconic, Elvish, Infernal; CR 5

TRAITS

Special Equipment: Talis has +1 scale mail and a wand of winter.

Fey Ancestry: Talis has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Spellcasting: Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:

* Cantrips (at will): guidance, resistance, thaumaturgy
* 1st level (4 slots): command, cure wounds, healing word, inflict wounds
* 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
* 3rd level (3 slots): dispel magic, mass healing word, sending
* 4th level (3 slots): death ward, freedom of movement
* 5th level (1 slot): insect plague

Winter Strike (3/Day): Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.

ACTIONS

Spear: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6+2) piercing damage.

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TANARUKK

Medium fiend (demon, orc) (source: Volo’s Guide), Chaotic Evil

AC: 14 (natural armor); HP: 95 (10d8+50); SPD: 30 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 20 (+5); INT: 9 (-1); WIS: 9 (-1); CHA: 9 (-1); SKILLS: Intimidation +2, Perception +2; DMG RESIST: fire, poison; SENSES: darkvision 60 ft., passive Perception 12; LANG: Abyssal, Common, Orc; CR 5

TRAITS

Aggressive: As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.

Magic Resistance: The tanarukk has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack: The tanarukk makes two attacks: one with its bite and one with its greatsword.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

REACTIONS

Unbridled Fury: In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.

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TARRASQUE

Gargantuan monstrosity (titan), Unaligned (source: Monster Manual)

AC: 25 (natural armor); HP: 676 (33d20+330); SPD: 40 ft.; STR: 30 (+10); DEX: 11 (+0); CON: 30 (+10); INT: 3 (-4); WIS: 11 (+0); CHA: 11 (+0); SAVES: Int +5, Wis +9, Cha +9; DMG IMMUNE: fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons; COND IMMUNE: charmed, frightened, paralyzed, poisoned; SENSES: blindsight 120 ft., passive Perception 10; CR 30

TRAITS

Legendary Resistance (3/Day): If the tarrasque fails a saving throw, it can choose to succeed instead.

Magic Resistance: The tarrasque has advantage on saving throws against spells and other magical effects.

Reflective Carapace: Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

Siege Monster: The tarrasque deals double damage to objects and structures.

ACTIONS

Multiattack: The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.

Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can’t bite another target.

Claw: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage.

Horns: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing damage.

Tail: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence: Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, 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 tarrasque’s Frightful Presence for the next 24 hours.

Swallow: The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns.

If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

LEGENDARY ACTION: Attack: The tarrasque makes one claw attack or tail attack.

LEGENDARY ACTION: Move: The tarrasque moves up to half its speed.

LEGENDARY ACTION: Chomp (Costs 2 Actions): The tarrasque makes one bite attack or uses its Swallow.

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THE PUDDING KING

Small humanoid (gnome, shapechanger) (source: Out of the Abyss), Chaotic Evil

AC: 13 (16 with mage armor); HP: 49 (9d6+18); SPD: 30 ft.; STR: 10 (+0); DEX: 16 (+3); CON: 14 (+2); INT: 12 (+1); WIS: 8 (-1); CHA: 17 (+3); SAVES: Con +5, Cha +6; SKILLS: Arcana +4, Perception +2, Stealth +6, Survival +2; DMG RESIST: acid, poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 12; LANG: Abyssal, Gnomish, Terran, Undercommon; CR 4

TRAITS

Stone Camouflage: The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Gnome Cunning: The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Innate Spellcasting: The Pudding King’s innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components:

At will: nondetection (self only)

1/day each: blindness/deafness, blur, disguise self

Insanity: The Pudding King has advantage on saving throws against being charmed or frightened.

Spellcasting: The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation

1st level (4 slots): false life, mage armor, ray of sickness, shield

2nd level (3 slots): crown of madness, misty step

3rd level (3 slots): gaseous form, stinking cloud

4th level (3 slots): blight, confusion

5th level (1 slot): cloudkill

ACTIONS

War Pick: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage.

Change Shape: The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.

Create Green Slime (Recharges after a Long Rest): The Pudding King creates a patch of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.

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THORNY

Medium plant (source: Volo’s Guide), Neutral

AC: 14 (natural armor); HP: 27 (5d8+5); SPD: 30 ft.; STR: 13 (+1); DEX: 12 (+1); CON: 13 (+1); INT: 2 (-4); WIS: 10 (+0); CHA: 6 (-2); SKILLS: Perception +4, Stealth +3; DMG RESIST: lightning, piercing; SENSES: darkvision 60 ft., passive Perception 14; CR 1

TRAITS

Plant Camouflage : The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration: The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate.

ACTIONS

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage.

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THRI-KREEN

Medium humanoid (thri-kreen), Chaotic Neutral (source: Monster Manual)

AC: 15 (natural armor); HP: 33 (6d8+6); SPD: 40 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 13 (+1); INT: 8 (-1); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +4, Survival +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Thri-kreen; CR 1

TRAITS

Chameleon Carapace: The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Standing Leap: The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

ACTIONS

Multiattack: The thri-kreen makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

Variant: Weapons Multiattack: The thri-kreen makes two gythka attacks or two chatkcha attacks.

Variant: Gythka: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

Variant: Chatkcha: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage.

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THRI-KREEN (PSIONIC)

Medium humanoid (thri-kreen), Chaotic Neutral (source: Monster Manual)

AC: 15 (natural armor); HP: 33 (6d8+6); SPD: 40 ft.; STR: 12 (+1); DEX: 15 (+2); CON: 13 (+1); INT: 8 (-1); WIS: 12 (+1); CHA: 7 (-2); SKILLS: Perception +3, Stealth +4, Survival +3; SENSES: darkvision 60 ft., passive Perception 13; LANG: Thri-kreen, telepathy 60 ft.; CR 1

TRAITS

Chameleon Carapace: The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Standing Leap: The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Innate Spellcasting (Psionics): The thri-kreen’s innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

2/day each: blur, magic weapon

1/day: invisibility (self only)

ACTIONS

Multiattack: The thri-kreen makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage.

Variant: Weapons Multiattack: The thri-kreen makes two gythka attacks or two chatkcha attacks.

Variant: Gythka: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

Variant: Chatkcha: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage.

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THUG

Medium humanoid (any race) (source: Monster Manual), any non-good alignment

AC: 11 (leather armor); HP: 32 (5d8+10); SPD: 30 ft.; STR: 15 (+2); DEX: 11 (+0); CON: 14 (+2); INT: 10 (+0); WIS: 10 (+0); CHA: 11 (+0); SKILLS: Intimidation +2; SENSES: Standard, passive Perception 10; LANG: any one language (usually Common); CR 1/2

TRAITS

Pack Tactics: The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Multiattack: The thug makes two melee attacks.

Mace: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning damage.

Heavy Crossbow: Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

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THURL MEROSSKA

Medium humanoid (human) (source: Tyranny of Dragons), Lawful evil

AC: 16 (breastplate); HP: 71 (11d8+21); SPD: 30 ft.; STR: 16 (+3); DEX: 14 (+2); CON: 14 (+2); INT: 11 (+0); WIS: 10 (+0); CHA: 15 (+2); SKILLS: Animal Handling +2, Athletics +5, Deception +4, Persuasion +4; SENSES: Standard, passive Perception 10; LANG: Auran, Common; CR 3

TRAITS

Spellcasting: Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells:

* Cantrips (at will): friends, gust, light, message, ray of frost
* 1st level (4 slots): expeditious retreat, feather fall, jump
* 2nd level (3 slots): levitate, misty step
* 3rd level (2 slots): haste

ACTIONS

Multiattack: Thurl makes two melee attacks.

Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Lance: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.

REACTIONS

Parry: Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.SPELLS – friends, gust (ee), light, message, ray of frost, expeditious retreat, feather fall, jump, levitate, misty step, haste

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TIAMAT

Gargantuan fiend (source: Tyranny of Dragons), Chaotic Evil

AC: 25 (natural armor); HP: 615 (30d20+300); SPD: 60 ft., fly 120 ft.; STR: 30 (+10); DEX: 10 (+0); CON: 30 (+10); INT: 26 (+8); WIS: 26 (+8); CHA: 28 (+9); SAVES: Str +19, Dex +9, Wis +17; SKILLS: Arcana +17, Perception +26, Religion +17; DMG IMMUNE: acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons; COND IMMUNE: blinded, charmed, deafened, frightened, poisoned, stunned; SENSES: darkvision 240 ft., truesight 120 ft., passive Perception 36; LANG: Common, Draconic, Infernal; CR 30

TRAITS

Discorporation: When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.

Innate Spellcasting (3/Day): Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.

Legendary Resistance (5/Day): If Tiamat fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity: Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons: Tiamat’s weapon attacks are magical.

Multiple Heads: Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent LEGENDARY ACTION: is spent.

Regeneration: Tiamat regains 30 hit points at the start of her turn.

ACTIONS

Multiattack: Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.

Claw: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage.

Tail: Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8+10) piercing damage.

Frightful Presence: Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 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 Tiamat’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent LEGENDARY ACTION: at the start of her turn.

Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.

LEGENDARY ACTION: Bite: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).

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TIGER

Large beast, Unaligned (source: Monster Manual)

AC: 12; HP: 37 (5d10+10); SPD: 40 ft.; STR: 17 (+3); DEX: 15 (+2); CON: 14 (+2); INT: 3 (-4); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +3, Stealth +6; SENSES: darkvision 60 ft., passive Perception 13; CR 1

TRAITS

Keen Smell: The tiger has advantage on Wisdom (Perception) checks that rely on smell.

Pounce: If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

ACTIONS

Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

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TLINCALLI

Large monstrosity (source: Volo’s Guide), Neutral Evil

AC: 15 (natural armor); HP: 85 (10d10+30); SPD: 40 ft.; STR: 16 (+3); DEX: 13 (+1); CON: 16 (+3); INT: 8 (-1); WIS: 12 (+1); CHA: 8 (-1); SKILLS: Perception +4, Stealth +4, Survival +4; SENSES: darkvision 60 ft., passive Perception 13; LANG: Tlincalli; CR 5

ACTIONS

Multiattack: The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.

Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Spiked Chain: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target.

Sting: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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TRANSMUTER

Medium humanoid (any race) (source: Volo’s Guide), any alignment

AC: 12 (15 with mage armor); HP: 40 (9d8); SPD: 30 ft.; STR: 9 (-1); DEX: 14 (+2); CON: 11 (+0); INT: 17 (+3); WIS: 12 (+1); CHA: 11 (+0); SAVES: Int +6, Wis +4; SKILLS: Arcana +6, History +6; SENSES: Standard, passive Perception 11; LANG: any four languages; CR 5

TRAITS

Spellcasting: The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:

Cantrips (at will): light, mending, prestidigitation, ray of frost

1st level (4 slots): chromatic orb, expeditious retreat*, mage armor

2nd level (3 slots): alter self*, hold person, knock*

3rd level (3 slots): blink*, fireball, slow*

4th level (3 slots): polymorph*, stoneskin

5th level (1 slot): telekinesis*

*Transmutation spell of 1st level or higher

Transmuter’s Stone: The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

* Darkvision out to a range of 60 feet

* An extra 10 feet of speed while the bearer is unencumbered

* Proficiency with Constitution saving throws

* Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit)

If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

ACTIONS

Quarterstaff: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.

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TRAPPER

Large monstrosity (source: Volo’s Guide), Unaligned

AC: 13 (natural armor); HP: 85 (10d10+30); SPD: 10 ft., climb 10 ft.; STR: 17 (+3); DEX: 10 (+0); CON: 17 (+3); INT: 2 (-4); WIS: 13 (+1); CHA: 4 (-3); SKILLS: Stealth +2; SENSES: blindsight 30 ft., darkvision 60 ft., passive Perception 11; CR 3

TRAITS

Fake Appearance: While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence.

Spider Climb: The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Smother: One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.

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TREANT

Huge plant, Chaotic Good (source: Monster Manual)

AC: 16 (natural armor); HP: 138 (12d12+60); SPD: 30 ft.; STR: 23 (+6); DEX: 8 (-1); CON: 21 (+5); INT: 12 (+1); WIS: 16 (+3); CHA: 12 (+1); DMG RESIST: bludgeoning, piercing

Damage Vulnerabilities: fire; SENSES: Standard, passive Perception 13; LANG: Common, Druidic, Elvish, Sylvan; CR 9

TRAITS

False Appearance: While the treant remains motionless, it is indistinguishable from a normal tree.

Siege Monster: The treant deals double damage to objects and structures.

ACTIONS

Multiattack: The treant makes two slam attacks.

Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage.

Rock: Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.

Animate Trees (1/Day): The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.

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TREE BLIGHT

Huge plant (source: Curse of Strahd), Neutral Evil

AC: 15 (natural armor); HP: 149 (13d12+65); SPD: 30 ft.; STR: 23 (+6); DEX: 10 (+0); CON: 20 (+5); INT: 6 (-2); WIS: 10 (+0); CHA: 3 (-4); COND IMMUNE: blinded, deafened; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 10; LANG: understands Common and Druidic but doesn’t speak; CR 7

TRAITS

False Appearance: While the blight remains motionless, it is indistinguishable from a dead tree.

Siege Monster: The blight deals double damage to objects and structures.

ACTIONS

Multiattack: The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action.

Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

Branch: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit (3d6+6) bludgeoning damage.

Grasping Root: Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn’t hurt the blight but ends the grapple.

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TRESSYM

Tiny beast, (source: Storm Kings Thunder), Chaotic Neutral

AC: 12; HP: 5 (2d4); SPD: 40 ft., climb 30 ft., fly 40′ ft.; STR: 3 (-4); DEX: 15 (+2); CON: 10 (+0); INT: 11 (+0); WIS: 12 (+1); CHA: 12 (+1); SKILLS: Perception +5, Stealth +4; DMG IMMUNE: poison; COND IMMUNE: poisonedSenses: Standard, passive Perception 15; CR 0

TRAITS

Detect Invisibility: Within 50 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight

Keen Smell: The tressym has advantage on Wisdom (Perception) checks that rely on smell.

Poison Sense: The tressym can detect whether a substance is poisonous by taste, touch, or smell.

ACTIONS

Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

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TRIBAL WARRIOR

Medium humanoid (any race), Any alignment (source: Monster Manual)

AC: 12 (hide armor); HP: 11 (2d8+2); SPD: 30 ft.; STR: 13 (+1); DEX: 11 (+0); CON: 12 (+1); INT: 8 (-1); WIS: 11 (+0); CHA: 8 (-1); SENSES: Standard, passive Perception 10; LANG: any one language; CR 1/8

TRAITS

Pack Tactics: The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

ACTIONS

Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

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TRICERATOPS

Huge beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 95 (10d12+30); SPD: 50 ft.; STR: 22 (+6); DEX: 9 (-1); CON: 17 (+3); INT: 2 (-4); WIS: 11 (+0); CHA: 5 (-3); SENSES: Standard, passive Perception 10; CR 5

TRAITS

Trampling Charge: If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

ACTIONS

Gore: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage.

Stomp: Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage

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TRIDRONE

Medium construct (source: Monster Manual), construct

AC: 15 (natural armor); HP: 16 (3d8+3); SPD: 30 ft.; STR: 12 (+1); DEX: 13 (+1); CON: 12 (+1); INT: 9 (-1); WIS: 10 (+0); CHA: 9 (-1); SENSES: truesight 120 ft., passive Perception 10; LANG: Modron; CR 1/2

TRAITS

Axiomatic Mind: The tridrone can’t be compelled to act in a manner contrary to its nature or its instructions.

Disintegration: If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

ACTIONS

Multiattack: The tridrone makes three fist attacks or three javelin attacks.

Fist: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

Javelin: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.

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TROGLODYTE

Medium humanoid (troglodyte), Chaotic Evil (source: Monster Manual)

AC: 11 (natural armor); HP: 13 (2d8+4); SPD: 30 ft.; STR: 14 (+2); DEX: 10 (+0); CON: 14 (+2); INT: 6 (-2); WIS: 10 (+0); CHA: 6 (-2); SKILLS: Stealth +2; SENSES: darkvision 60 ft., passive Perception 10; LANG: Troglodyte; CR 1/4

TRAITS

Chameleon Skin: The troglodyte has advantage on Dexterity (Stealth) checks made to hide.

Stench: Any creature other than a troglodyte that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity: While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The troglodyte makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

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TROGLODYTE CHAMPION OF LAOGZED

Medium humanoid (troglodyte) (source: Out of the Abyss), Chaotic Evil

AC: 14 (natural armor); HP: 59 (7d8+28); SPD: 30 ft.; STR: 18 (+4); DEX: 12 (+1); CON: 18 (+4); INT: 8 (-1); WIS: 23 (+6); CHA: 12 (+1); SKILLS: Athletics +6, Intimidation +3, Stealth +3; SENSES: darkvision 60 ft., passive Perception 11; LANG: Troglodyte; CR 3

TRAITS

Chameleon Skin: The troglodyte has aadvantage on Dexterity (Stealth) checks made to hide.

Stench: Any creature other than a ttroglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all ttroglodytes for 1 hour.

Sunlight Sensitivity: While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack: The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage.

Greatclub: Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Acid Spray (Recharge 6): The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

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TROLL

Large giant, Chaotic Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 84 (8d10+40); SPD: 30 ft.; STR: 18 (+4); DEX: 13 (+1); CON: 20 (+5); INT: 7 (-2); WIS: 9 (-1); CHA: 7 (-2); SKILLS: Perception +2; SENSES: darkvision 60 ft., passive Perception 12; LANG: Giant; CR 5

TRAITS

Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Variant: Loathsome Limbs: Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:

1-10: Nothing else happens.

11-14: One leg is severed from the troll if it has any legs left.

15- 18: One arm is severed from the troll if it has any arms left.

19-20: The troll is decapitated, but the troll dies only if it can’t regenerate. If it dies, so does the severed head.

If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll’s initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll’s Regeneration trait.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.

If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll’s Keen Smell trait. It can make a bite attack but only against a target in its space.

The troll’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.

ACTIONS

Multiattack: The troll makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

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TWIG BLIGHT

Small plant, Neutral Evil (source: Monster Manual)

AC: 13 (natural armor); HP: 4 (1d6+1); SPD: 20 ft.; STR: 6 (-2); DEX: 13 (+1); CON: 12 (+1); INT: 4 (-3); WIS: 8 (-1); CHA: 3 (-4); SKILLS: Stealth +3

Damage Vulnerabilities: fire; COND IMMUNE: blinded, deafened; SENSES: blindsight 60 ft. (blind beyond this radius), passive Perception 9; LANG: understands Common but can’t speak; CR 1/8

TRAITS

False Appearance: While the blight remains motionless, it is indistinguishable from a dead shrub.

ACTIONS

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

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TYRANNOSAURUS REX

Huge beast, Unaligned (source: Monster Manual)

AC: 13 (natural armor); HP: 136 (13d12+52); SPD: 50 ft.; STR: 25 (+7); DEX: 10 (+0); CON: 19 (+4); INT: 2 (-4); WIS: 12 (+1); CHA: 9 (-1); SKILLS: Perception +4; SENSES: Standard, passive Perception 14; CR 8

ACTIONS

Multiattack: The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.

Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.

Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.

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ULITHARID

Large aberration (source: Volo’s Guide), Lawful evil

AC: 15 (breastplate); HP: 127 (17d10+14); SPD: 30 ft.; STR: 15 (+2); DEX: 12 (+1); CON: 15 (+2); INT: 21 (+5); WIS: 19 (+4); CHA: 21 (+5); SAVES: Int +9, Wis +8, Cha +9; SKILLS: Arcana +9, Insight +8, Perception +8, Stealth +5; SENSES: darkvision 120 ft., passive Perception 18; LANG: Deep Speech, Undercommon, telepathy 2 miles; CR 9

TRAITS

Creature Sense: The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Magic Resistance: The ulitharid has advantage on saving throws against spells and other magical effects.

Psionic Hub: If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).

Innate Spellcasting (Psionics): The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis

ACTIONS

Tentacles: Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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ULTROLOTH

Medium fiend (yugoloth), Neutral Evil (source: Monster Manual)

AC: 19 (natural armor); HP: 153 (18d8+72); SPD: 30 ft., fly 60 ft.; STR: 16 (+3); DEX: 16 (+3); CON: 18 (+4); INT: 18 (+4); WIS: 15 (+2); CHA: 19 (+4); SKILLS: Intimidation +9, Perception +7, Stealth +8; DMG RESIST: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons; DMG IMMUNE: acid, poison; COND IMMUNE: charmed, frightened, poisoned; SENSES: truesight 120 ft., passive Perception 17; LANG: Abyssal, Infernal, telepathy 120 ft.; CR 13

TRAITS

Innate Spellcasting: The ultroloth’s innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components:

At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion

3/day each: dimension door, fear, wall of fire

1/day each: fire storm, mass suggestion

Magic Resistance: The ultroloth has advantage on saving throws against spells and other magical effects.

Magic Weapons: The ultroloth’s weapon attacks are magical.

ACTIONS

Multiattack: The ultroloth can use its Hypnotic Gaze and makes three melee attacks.

Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Hypnotic Gaze: The ultroloth’s eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.

Teleport: The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Summon Yugoloth (1/Day): The yugoloth chooses what to summon and attempts a magical summoning.

An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth.

A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

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UMBER HULK

Large monstrosity, Chaotic Evil (source: Monster Manual)

AC: 18 (natural armor); HP: 93 (11d10+33); SPD: 30 ft., burrow 20 ft.; STR: 20 (+5); DEX: 13 (+1); CON: 16 (+3); INT: 9 (-1); WIS: 10 (+0); CHA: 10 (+0); SENSES: darkvision 120 ft., tremorsense 60 ft., passive Perception 10; LANG: Umber Hulk; CR 5

TRAITS

Confusing Gaze: When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.

Tunneler: The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

ACTIONS

Multiattack: The umber hulk makes three attacks: two with its claws and one with its mandibles.

Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.

Mandibles: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.

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UNICORN

Large celestial, Lawful Good (source: Monster Manual)

AC: 12; HP: 67 (9d10+18); SPD: 50 ft.; STR: 18 (+4); DEX: 14 (+2); CON: 15 (+2); INT: 11 (+0); WIS: 17 (+3); CHA: 16 (+3); DMG IMMUNE: poison; COND IMMUNE: charmed, paralyzed, poisoned; SENSES: darkvision 60 ft., passive Perception 13; LANG: Celestial, Elvish, Sylvan, telepathy 60 ft.; CR 5

TRAITS

Charge: If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting: The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace

1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance: The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons: The unicorn’s weapon attacks are magical.

ACTIONS

Multiattack: The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6+4) bludgeoning damage.

Horn: Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8+4) piercing damage.

Healing Touch (3/Day): The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day): The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

LEGENDARY ACTION: Hooves: The unicorn makes one attack with its hooves.

LEGENDARY ACTION: Shimmering Shield (Costs 2 Actions): The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.

LEGENDARY ACTION: Heal Self (Costs 3 Actions): The unicorn magically regains 11 (2d8+2) hit points.

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UTHGARDT SHAMAN

Medium humanoid (human), (source: Storm Kings Thunder), Neutral Evil

AC: 13; HP: 38 (7d8+7); SPD: 30 ft.; STR: 14 (+2); DEX: 12 (+1); CON: 13 (+1); INT: 10 (+0); WIS: 15 (+2); CHA: 12 (+1); SKILLS: Medicine +4, Nature +4, Perception +4, Survival +6; SENSES: Standard, passive Perception 14; LANG: Bothii, Common; CR 2

TRAITS

Innate Spellcasting: The shaman can innately cast the following spells. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

* At Will: dancing lights, message, mage hand, thaumaturgy

* 1/day: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians

ACTIONS

Spear: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if wielded with two hands.

Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.

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VAMPIRE

Medium undead (shapechanger), Lawful Evil (source: Monster Manual)

AC: 16 (natural armor); HP: 144 (17d8+68); SPD: 30 ft.; STR: 18 (+4); DEX: 18 (+4); CON: 18 (+4); INT: 17 (+3); WIS: 15 (+2); CHA: 18 (+4); SAVES: Dex +9, Wis +7, Cha +9; SKILLS: Perception +7, Stealth +9; DMG RESIST: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 120 ft., passive Perception 17; LANG: the languages it knew in life; CR 13

TRAITS

Shapechanger: If the vampire isn’t in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack.

Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

ACTIONS

Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

LEGENDARY ACTION: Move: The vampire moves up to its speed without provoking opportunity attacks.

LEGENDARY ACTION: Unarmed Strike: The vampire makes one unarmed strike.

LEGENDARY ACTION: Bite (Costs 2 Actions): The vampire makes one bite attack.

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VAMPIRE SPAWN

Medium undead, Neutral Evil (source: Monster Manual)

AC: 15 (natural armor); HP: 82 (11d8+33); SPD: 30 ft.; STR: 16 (+3); DEX: 16 (+3); CON: 16 (+3); INT: 11 (+0); WIS: 10 (+0); CHA: 12 (+1); SAVES: Dex +6, Wis +3; SKILLS: Perception +3, Stealth +6; DMG RESIST: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 60 ft., passive Perception 13; LANG: the languages it knew in life; CR 5

TRAITS

Regeneration: The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack: The vampire makes two attacks, only one of which can be a bite attack.

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).

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VAMPIRE SPELLCASTER

Medium undead (shapechanger), Lawful Evil (source: Monster Manual)

AC: 16 (natural armor); HP: 144 (17d8+68); SPD: 30 ft.; STR: 18 (+4); DEX: 18 (+4); CON: 18 (+4); INT: 17 (+3); WIS: 15 (+2); CHA: 18 (+4); SAVES: Dex +9, Wis +7, Cha +9; SKILLS: Perception +7, Stealth +9; DMG RESIST: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 120 ft., passive Perception 17; LANG: the languages it knew in life; CR 15

TRAITS

Shapechanger: If the vampire isn’t in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Spellcasting: The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:

* Cantrips (at will): mage hand, prestidigitation, ray of frost
* 1st level (4 slots): comprehend languages, fog cloud, sleep
* 2nd level (3 slots): detect thoughts, gust of wind, mirror image
* 3rd level (3 slots): animate dead, bestow curse, nondetection
* 4th level (3 slots): blight, greater invisibility
* 5th level (1 slot): dominate person

ACTIONS

Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack.

Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

ACTIONS

Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

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VAMPIRE WARRIOR

Medium undead (shapechanger), Lawful Evil (source: Monster Manual)

AC: 18 (plate); HP: 144 (17d8+68); SPD: 30 ft.; STR: 18 (+4); DEX: 18 (+4); CON: 18 (+4); INT: 17 (+3); WIS: 15 (+2); CHA: 18 (+4); SAVES: Dex +9, Wis +7, Cha +9; SKILLS: Perception +7, Stealth +9; DMG RESIST: necrotic, bludgeoning, piercing, and slashing from nonmagical weapons; SENSES: darkvision 120 ft., passive Perception 17; LANG: the languages it knew in life; CR 15

TRAITS

Shapechanger: If the vampire isn’t in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape: When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

ACTIONS

Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Charm: The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack.

Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

ACTIONS

Children of the Night (1/Day): The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Greatsword: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage.

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VAMPIRIC IXITXACHITL

Medium aberration (source: Out of the Abyss), Chaotic Evil

AC: 16 (natural armor); HP: 44 (8d8+8); SPD: 0 ft., swim 30 ft.; STR: 14 (+2); DEX: 18 (+4); CON: 13 (+1); INT: 12 (+1); WIS: 13 (+1); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 11; LANG: Abyssal, Ixitxachitl; CR 2

ACTIONS

Vampiric Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

REACTIONS

Barbed Tail: When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

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VAMPIRIC IXITXACHITL CLERIC

Medium aberration (source: Out of the Abyss), Chaotic Evil

AC: 16 (natural armor); HP: 44 (8d8+8); SPD: 0 ft., swim 30 ft.; STR: 14 (+2); DEX: 18 (+4); CON: 13 (+1); INT: 12 (+1); WIS: 13 (+1); CHA: 7 (-2); SENSES: darkvision 60 ft., passive Perception 11; LANG: Abyssal, Ixitxachitl; CR 2

TRAITS

Spellcasting: The ixtachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy

1st level (4 slots): charm person, create or destroy water

2nd level (3 slots): hold person, silence

3rd level (2 slots): dispel magic, tongues

ACTIONS

Vampiric Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

REACTIONS

Barbed Tail: When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

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VANIFER

Medium humanoid (tiefling), Neutral Evil (source: Elemental Evil)

AC: 15 (studded leather); HP: 112 (15d8+45); SPD: 30 ft.; STR: 11 (+0); DEX: 16 (+3); CON: 17 (+3); INT: 12 (+1); WIS: 13 (+1); CHA: 19 (+4); SKILLS: Arcana +5, Deception +8, Performance +8; DMG IMMUNE: fire; SENSES: darkvision 60 ft., passive Perception 11; LANG: Common, Ignan, Infernal; CR 9

TRAITS

Funeral Pyre: When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.

Legendary Resistance (2/Day): If Vanifer fails a saving throw, she can choose to succeed instead.

Spellcasting: Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells:

* Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
* 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
* 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
* 3rd level (3 slots): counterspell, fireball, hypnotic pattern
* 4th level (3 slots): wall of fire
* 5th level (2 slots): dominate person

ACTIONS

Multiattack: Vanifer makes two attacks.

Tinderstrike: Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage plus 7 (2d6) fire damage.

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VARGOUILLE

Tiny fiend (source: Volo’s Guide), Chaotic Evil

AC: 12; HP: 13 (3d4+6); SPD: 5 ft., fly 40 ft.; STR: 6 (-2); DEX: 14 (+2); CON: 14 (+2); INT: 4 (-3); WIS: 7 (-2); CHA: 2 (-4); DMG RESIST: cold, fire, lightning; DMG IMMUNE: poison; COND IMMUNE: poisoned; SENSES: darkvision 60 ft., passive Perception 8; LANG: understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can’t speak; CR 1

ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage.

Kiss: The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.

Stunning Shriek: The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.

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VEGEPYGMY

Small plant (source: Volo’s Guide), Neutral

AC: 13 (natural armor); HP: 9 (2d6+2); SPD: 30 ft.; STR: 7 (-2); DEX: 14 (+2); CON: 13 (+1); INT: 6 (-2); WIS: 11 (+0); CHA: 7 (-2); SKILLS: Perception +2, Stealth +4; DMG RESIST: lightning, piercing; SENSES: darkvision 60 ft., passive Perception 12; LANG: Vegepygmy; CR 1/4

TRAITS

Plant Camouflage : The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Plant Camouflage : The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.

Regeneration: The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Regeneration: