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Legendary Bestiary 2 - Legendary Actions, CR 4 to 6

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Published by nelsonpanza9, 2023-10-05 09:14:48

Legendary Bestiary 2

Legendary Bestiary 2 - Legendary Actions, CR 4 to 6

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Christopher Walz and Christian Eichhorn and published under the Community Content Agreement for Dungeon Masters Guild. Some artwork © 2015 Dean Spencer, used with permission. All rights reserved Legendary Bestiary 2 - Version 1.0 Authors: Christopher Walz, Christian Eichhorn Editor: Christopher Walz Layout: Christian Eichhorn Art: Wizards of the Coast


CONTENTS 3 INTRODUCTION How to Use This Book........................................5 Design and Challenge Ratings..........................5 EBERRON: RISING FROM THE LAST WAR Challenge Rating 5 ............................................6 Bone Knight.................................................................... 6 Living Lightning Bolt.................................................... 6 Zakya Rakshasa............................................................... 6 Challenge Rating 6 ............................................6 Dusk Hag......................................................................... 6 GUILDMASTER'S GUIDE TO RAVNICA Challenge Rating 4 ............................................7 Blistercoil Weird ............................................................ 7 Cosmotronic Blastseeker............................................... 7 Kraul Death Priest.......................................................... 7 Mind Drinker Vampire ................................................. 8 Reckoner......................................................................... 8 Challenge Rating 5 ............................................8 Battleforce Angel............................................................ 8 Felidar.............................................................................. 9 Flux Blastseeker.............................................................. 9 Galvanic Blastseeker...................................................... 9 Golgari Shaman.............................................................. 9 Mind Mage ..................................................................... 9 Challenge Rating 6 ............................................10 Bloodfray Giant.............................................................. 10 Category 2 Krasis........................................................... 10 Lawmage ......................................................................... 10 Orzhov Giant.................................................................. 10 Undercity Medusa.......................................................... 10 MONSTER MANUAL Challenge Rating 4 ............................................11 Banshee ........................................................................... 11 Black Pudding................................................................. 11 Bone Naga....................................................................... 12 Chuul............................................................................... 12 Couatl .............................................................................. 12 Elephant .......................................................................... 12 Ettin................................................................................. 13 Flameskull....................................................................... 13 Ghost............................................................................... 13 Gnoll Fang of Yeenoghu ............................................... 13 Helmed Horror............................................................... 13 Lamia............................................................................... 14 Lizard King/Queen........................................................ 14 Orc War Chief................................................................ 14 Red Dragon Wyrmling ................................................. 14 Shadow Demon.............................................................. 15 Succubus/Incubus.......................................................... 15 Wereboar........................................................................ 15 Weretiger........................................................................ 15 Challenge Rating 5 ............................................16 Air Elemental.................................................................. 16 Barbed Devil ................................................................... 16 Barlgura........................................................................... 16 Beholder Zombie............................................................ 17 Bulette ............................................................................. 17 Cambion.......................................................................... 17 Drow Elite Warrior....................................................... 17 Earth Elemental.............................................................. 18 Fire Elemental ................................................................ 18 Flesh Golem.................................................................... 18 Giant Crocodile .............................................................. 18 Giant Shark..................................................................... 19 Gladiator......................................................................... 19 Gorgon ............................................................................ 19 Half-Red Dragon Veteran............................................. 19 Hill Giant......................................................................... 20 Mezzoloth ....................................................................... 20 Night Hag........................................................................ 20 Otyugh............................................................................. 21 Red Slaad......................................................................... 21 Revenant......................................................................... 21


4 Roper............................................................................... 22 Sahuagin Baron .............................................................. 22 Salamander...................................................................... 22 Shambling Mound ......................................................... 23 Triceratops...................................................................... 23 Troll................................................................................. 23 Umber Hulk.................................................................... 24 Vampire Spawn.............................................................. 24 Water Elemental ............................................................ 24 Werebear......................................................................... 24 Wraith............................................................................. 25 Xorn ................................................................................ 25 Young Remorhaz............................................................ 25 Challenge Rating 6 ............................................26 Chasme............................................................................ 26 Chimera........................................................................... 26 Cyclops............................................................................ 26 Drider.............................................................................. 26 Galeb Duhr ..................................................................... 27 Githzerai Zerth............................................................... 27 Hobgoblin Warlord ....................................................... 28 Invisible Stalker.............................................................. 28 Kuo-toa Archpriest........................................................ 28 Mage................................................................................ 28 Mammoth ....................................................................... 28 Medusa ............................................................................ 29 Vrock............................................................................... 29 Wyvern........................................................................... 29 Young Brass Dragon ...................................................... 29 Young White Dragon.................................................... 29 Deathlock........................................................................ 30 Dybbuk............................................................................ 30 MORDENKAINEN'S TOME OF FOES Challenge Rating 4 ............................................30 Iron Cobra ...................................................................... 31 Merregon ........................................................................ 31 Ogre Battering Ram....................................................... 31 Stone Defender............................................................... 31 Challenge Rating 5 ............................................32 Adult Oblex..................................................................... 32 Allip ................................................................................. 32 Kruthik Hive Lord ......................................................... 33 Oaken Bolter................................................................... 33 Star Spawn Mangler ...................................................... 33 Challenge Rating 6 ............................................33 Duergar Warlord ........................................................... 33 White Abishai ................................................................ 33 VOLO'S GUIDE TO MONSTERS Challenge Rating 4 ............................................34 Babau............................................................................... 34 Barghest........................................................................... 34 Girallon ........................................................................... 35 Hobgoblin Devastator.................................................... 35 Neogi Master.................................................................. 35 Orc Blade of Ilneval........................................................ 35 Stegosaurus..................................................................... 36 Warlock of the Archfey................................................. 36 Yeth Hound .................................................................... 36 Yuan-ti Mind Whisperer.............................................. 36 Yuan-ti Nightmare Speaker.......................................... 36 Challenge Rating 5 ............................................37 Banderhobb..................................................................... 37 Brontosaurus .................................................................. 37 Catoblepas....................................................................... 38 Enchanter........................................................................ 38 Kraken Priest.................................................................. 39 Master Thief................................................................... 39 Mindwitness................................................................... 39 Spawn of Kyuss .............................................................. 39 Swarm of Cranium Rats................................................ 39 Tanarukk......................................................................... 39 Tlincalli ........................................................................... 40 Transmuter..................................................................... 40 Wood Woad................................................................... 40 Yuan-ti Pit Master......................................................... 40 Challenge Rating 6 ............................................41 Annis Hag ....................................................................... 41 Bodak............................................................................... 41 Conjurer.......................................................................... 41 Gauth............................................................................... 42 Mouth of Grolantor....................................................... 42 Warlock of the Great Old One ..................................... 42


5 INTRODUCTION Legendary actions are one of the coolest, most memorable aspects of fifth edition for me. As a DM, they allow you to make dynamic choices throughout a combat round, not just relying on a single action to make a huge impact. This element of unpredictability keeps the more tacticsminded players guessing as well, which is likely a big reason they come to the table. Fifth edition’s legendary actions address one of the biggest problems in previous editions: ‘big bads’ often needed a lot of minions to survive more than a couple of rounds against cunning players. This never felt quite right for every ‘boss’ encounter; sometimes a creature is solitary and should be fearsome on their own. We wanted to take this concept and apply it to a wider range of creatures. It certainly makes sense that an ancient dragon could be ‘legendary,’ but why not a mage who has errected a black tower in the hills, terrorizing villages and travelers alike? You can take a simple mage and turn them into Ugon the Doom of Beregost, an NPC the characters can form a story around. Adding legendary actions to low-CR creatures makes them truly memorable and it surprises veteran players who have memorized the existing ones. HOW TO USE THIS BOOK We wanted this book to be as easy to use at the table as possible. You get exactly what is on the tin: legendary action options for CR 4–6 monsters and NPCs from the Monster Manual, Volo’s Guide to Monsters, Mordenkainen’s Tome of Foes as well as the setting guides Guildmasters’ Guide to Ravnica and Eberron: Rising from the Last War. You can either look up a creature ahead of time and create a ‘boss’ version of them, or even add to a planned encounter on the fly. The latter option is particularly great if the player characters have blown through what you thought were some really challenging encounters and you still want to test their mettle. DESIGN AND CHALLENGE RATINGS As we worked through this project, we wanted to hold ourselves to a few design constraints, which I hope we have successfully delivered: Ù When possible, creatures should have a mix of low- and high-impact legendary actions. These range from simply moving to a whole new mechanic for the creature. Ù Deliver on the theme of the existing creature; a legendary berbalang should not become a huge hulking brute. Adding legendary actions to a lower-CR creature certainly makes for a more difficult encounter. We have not recommended a specific CR increase, but if you use traditional XP for character advancement, you may want to consider offering an additional 50% or so XP for defeating a legendary creature. You may also decide to introduce one of these legendary creatures to a higher-level party than their CR would typically merit. If you do this, you may want to consider raising the creatures AC, hit points, attack modifier, or spell save DC. There’s a great ‘cheat sheet’ for that on the Blog of Holding, which you can find here: Blog of Holding We hope you enjoy what’s inside, and thank you for your support! Christopher and Christian


EBERRON: RISING FROM THE LAST WAR 6 CHALLENGE RATING 5 The monster 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 monster regains spent legendary actions at the start of its turn. BONE KNIGHT Dread Sense (Costs 3 Actions). Until the end of the knight’s next turn, it knows the location of any living creature within 60 feet of it that is not behind total cover. Pawn Sacrifice (Costs 2 Actions). The knight sacrifices one undead under its command which falls to dust. The knight chooses one of the following options: Ù It regains a 1st-level spell slot. Ù It gains temporary hit points equal to the undead creature’s remaining hit points. Ù Until the start of its next turn, creatures attacking the knight with a melee weapon take 2 (1d4) necrotic damage. Reposition. The knight moves up to its speed but must end its turn within 5 feet of an allied undead creature. LIVING LIGHTNING BOLT Lightning Quick. The living spell Disengages and moves up to its speed. Magical Stun (Costs 2 Actions). The living spell makes a special Magical Strike attack that deals no damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or is paralyzed until the end of its next turn. Minor Mimicri. The living spell innately casts the shocking grasp cantrip (+7 to hit), requiring no components. ZAKYA RAKSHASA Kicker (Costs 2 Actions). The rakshasa moves up to 10 feet and kicks an item on the ground 20 feet in a direction of its choice. Recharge. Roll a d6. On a roll of 6, the rakshasa regains the use of its shield spell. Violent Shield Bash. The rakshasa attacks a creature with its shield (+7 to hit). On a hit, the creature falls prone. Additionally, the creature must succeed on a DC 15 Constitution saving throw or can’t take reactions until the end of its next turn. CHALLENGE RATING 6 The monster 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 monster regains spent legendary actions at the start of its turn. DUSK HAG Chill Touch. The hag innately casts the chill touch cantrip (+7 to hit), requiring no components. Dark Prophecy (Costs 3 Actions). The hag whispers maddening prophecies into the minds of her enemies. A creature within 10 feet of the hag must succeed on a DC 15 Intelligence saving throw or take 11 (2d10) psychic damage and is frightened of the hag for 1 minute. The target can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Slumber (Costs 2 Actions). A creature within 15 of the hag that it can see must succeed on a DC 15 Wisdom saving throw or fall unconscious. The target regains consciousness at the end of its next turn or when a creature uses its action to shake it awake.


GUILDMASTER'S GUIDE TO RAVNICA "As the Living Guildpact, I must face many threats and challenges. I want to catalog some of the more unique threats I have faced, so that whomever safeguards Ravnica after my death, does not need to go in blind." — Jace Beleren 7 CHALLENGE RATING 4 The monster 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 monster regains spent legendary actions at the start of its turn. BLISTERCOIL WEIRD Conversion. The weird decreases in size by one category to a minimum of Tiny. It gains 11 (2d10) temporary hit points. Steam Jump (Costs 2 Actions). The weird produces an explosion of steam below its feet and jumps up to 40 feet in a direction of its choice without provoking opportunity attacks. Creatures within 5 feet of the take-off point that are not resistant to fire damage take 1 fire damage. Steam Vortex. A line of steam 15 feet long and 5 feet wide blasts from the weird in a direction of its choice. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 7 (2d6) fire damage and is pushed 10 feet away from the weird in a direction following the line. COSMOTRONIC BLASTSEEKER High-Risk Recovery. The blastseeker rolls on the sorcerer’s Wild Magic Surge table (see Player’s Handbook) and regains the use of its Tides of Chaos feature. The Smell of Napalm. If the blastseeker has received fire damage since the beginning of its last turn, it gains 11 (2d10) temporary hit points. Reload (Costs 3 Actions). The blastseeker regains one use of its scorching ray. KRAUL DEATH PRIEST Hasten the Cycle (Costs 3 Actions). The kraul expends its use of the animate dead spell and creates up to three undead servants, as per the animate dead spell. The undead servants crumble and fall to dust after 1 minute. Rotting Touch (Costs 2 Actions). The kraul casts the chill touch cantrip. If the spell attack hits, the kraul can expend a number of temporary hit points of its choice, increasing the cantrip’s damage by the expended amount. Toxic Fumes. The kraul casts the poison spray cantrip. If the target fails its saving throw, it is also poisoned until the end of its next turn.


8 CHALLENGE RATING 5 The monster 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 monster regains spent legendary actions at the start of its turn. BATTLEFORCE ANGEL Advance! A creature within 30 feet of the angel that can hear it uses its reaction to move up to its speed towards a hostile creature. Die by Fire! The angel innately casts the sacred flame cantrip (save DC 14), requiring no components. Stand and Fight! The angel chooses an allied creature within 15 of it that can hear it. The target gains 4 temporary hit points. Additionally, the target has advantage on saving throws against the frightened condition until the end of its next turn. What a glorious battle unfolded in the skies above Ravnica. Demons clashed with angels, noble rocs battled with mutated drakes. When the evil creatures lay defeated on the ground, Shaltar made the rounds and beheaded every last one. Dirty work, but it must be done. Shaltar MIND DRINKER VAMPIRE From Beyond (Costs 2 Actions). The vampire summons a spirit from beyond the grave adjacent to a creature within 30 feet of the vampire. The spirit makes an Unarmed Strike, per the vampire’s stat block. The spirit vanishes at the end of the vampire’s next turn. Into Darkness. If it can end the turn in dim light or darkness, the vampire moves up to its speed and takes the Hide action. Mindmaster. The vampire rolls to recharge its Mind Siphon. RECKONER Backlash Recharge. The reckoner rolls to recharge its Lightning Backlash reaction. Shock Trooper (Costs 2 Actions). The reckoner moves up to its speed towards a creature, provided it comes into melee range with the target, and makes a Longsword attack with disadvantage. If the attack hits, it deals an additional 7 (2d6) lightning damage. Warding Sign. The reckoner casts the blade ward cantrip.


9 FELIDAR Double Strike (Costs 2 Actions). If the felidar’s bond partner is within 5 feet of a creature, the felidar makes a Claw attack against the creature. Strength in Unity. If the felidar’s bond partner is within 5 of it, the felidar and its partner each gain 4 (1d8) temporary hit points. Reposition. The felidar moves up to half of its speed. If it ends the turn within 5 feet of its bond partner, it takes the Help action, giving the partner advantage on its next melee attack. FLUX BLASTSEEKER Prepare. Until the end of the blastseeker’s next turn, if the blastseeker 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. Punish the Banished (Costs 2 Actions). A creature banished by the blastseeker’s banishment must succeed on a DC 16 Constitution saving throw or take 10 (3d6) cold damage, as the blastseeker draws heat energy from the dimension. Reload (Costs 3 Actions). The blastseeker regains one use of its scorching ray. GALVANIC BLASTSEEKER High-Risk Recharge. Roll a die. On an even number, the blastseeker recharges its Izzet gear and regains all uses of its lightning bolt. On an odd number, the blastseeker takes 7 (2d6) force damage from a powerful recoil. Pacemaker. The blastseeker charges its body in anticipation of its demise. If the blastseeker would fall to 0 hit points before the end of its next turn, it can attempt a DC 10 Constitution saving throw, falling to 1 hit point instead on a success. Thundercharge (Costs 2 Actions). The blastseeker expends one use of its thunderwave spell. It propels itself forward with an explosion, moving up to 120 feet. The blastseeker can crash into one creature in its path, which must make a DC 15 Strength saving throw. On a failed save, the creature takes 14 (4d6) bludgeoning damage, falls prone, and the blastseeker continues on its path. On a successful save, the blastseeker takes 5 bludgeoning damage and stops. GOLGARI SHAMAN Death Pact (Costs 2 Actions). A creature within 30 feet of the shaman must succeed on a DC 14 Charisma saving throw or become linked to the shaman’s life force. Until the end of the shaman’s next turn, if the shaman takes damage, the linked creature takes an equal amount of necrotic damage. Debilitating Fumes (Costs 2 Actions). The shaman casts the poison spray cantrip. If the target fails its saving throw, it is also paralyzed until the end of its next turn. Hasten the Cycle (Costs 3 Actions). The shaman expends two 3rd-level spell slots and creates up to three undead servants as per the animate dead spell. The undead servants crumble and fall to dust after 1 minute. MIND MAGE Confuse (Costs 2 Actions). The mage chooses a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Intelligence saving throw or has disadvantage on attack rolls against the mage until the end of its next turn. Additionally, the mage can choose to swap places in the initiative order with the target. Modify Memory (Costs 3 Actions). The mage chooses a creature within 30 of it that it can see and expends its use of the modify memory spell. The creature must succeed on a DC 16 Intelligence saving throw or loses access to all of its spell slots for 1 minute. Modify Suggestion. The mage suggests a new course of action to one creature affected by its suggestion or mass suggestion spells. The target must be able to hear the mage.


10 CHALLENGE RATING 6 The monster 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 monster regains spent legendary actions at the start of its turn. BLOODFRAY GIANT Bum Rush (Costs 2 Actions). The giant moves up to its speed. If the giant moved at least 20 feet, it can barrel into a creature. The target must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage, is shoved 10 feet away from the giant in a direct line, and lands prone. Fling. The giant flings a creature that it has grappled with its chain for 60 feet in a direction of its choice. The target must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage from the impact. Light Up. The giant spits a flaming liquid in a 15-foot cone originating from it. Creatures in the affected area must succeed on a DC 15 Dexterity saving throw or catch fire. A burning target takes 3 (1d6) fire damage at the start of its turn. A creature can use an action to douse the flames. CATEGORY 2 KRASIS Cranium Growth. The krasis innately casts the vicious mockery cantrip telepathically (save DC 14), requiring no verbal components. The cantrip deals 5 (2d4) psychic damage. Hatchery (Costs 3 Actions). The krasis spawns 2 (1d4) swarms of insects within 5 feet of it. The hatchlings roll initiative and attack creatures other than the krasis. Thunder Sacks (Costs 2 Actions). The krasis innately casts the thunder wave spell (save DC 14), requiring no components. LAWMAGE Cantrip. The lawmage casts a cantrip. Limited Authority (Costs 3 Actions). The lawmage chooses a creature within 30 of it that it can see. The target must succeed on a DC 14 Intelligence saving throw or can’t target the lawmage with attacks for 1 minute. The target can repeat the saving throw at the end of its turn, ending the effect on a success. Veteran Arrester (Costs 2 Actions). The lawmage casts the command spell (save DC 14), choosing the grovel option. ORZHOV GIANT Celebrate. If the giant has hit its focus since the end of its last turn, it gains 11 (2d10) temporary hit points. Focus the Focus (Costs 2 Actions). The giant makes a Greataxe attack against its focus. Refocus. The giant changes its focus. UNDERCITY MEDUSA Digest (Costs 3 Actions). The medusa hurls bile in a line that is 15 feet long and 5 feet wide. Creatures in the affected area must make a DC 14 Dexterity saving throw. A target takes 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. A petrified creature hit by the attack immediately crumbles and the medusa gains 5 (1d10) temporary hit points for each petrified creature destroyed in this manner. Lurk. The medusa moves up to 20 feet and takes the Hide action. Rotting Stench (Costs 2 Actions). Creatures within 5 feet of the medusa must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and are poisoned for 1 minute. A target can repeat the saving throw at the end of its turns, ending the effect on a success.


11 MONSTER MANUAL CHALLENGE RATING 4 The monster 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 monster regains spent legendary actions at the start of its turn. BANSHEE Disappear. The banshee Disengages and flies up to 20 feet. Frighteningly Charming (Costs 2 Actions). The banshee targets one creature that is frightened of her within 30 feet that she can see. The target must succeed on a DC 13 Wisdom saving throw or become charmed by the banshee for 1 minute. The effect ends if the banshee or any of her allies do anything harmful to the target. The charmed target believes the banshee is a beautiful elf and regards it as a friend. Horrifying Thoughts. A creature within 30 feet of the banshee that is frightened of her must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage. BLACK PUDDING Consume. The pudding attempts to grapple a Large or smaller creature (escape DC 13) within 5 feet of it. If the grapple succeeds, the target takes 4 (1d8) acid damage at the start of each of its turns. Creatures who take damage in this way are subject to armor degradation as if they were hit by the pudding’s pseudopod. The pudding can only grapple one creature in this way. Corrosive Scoot. The pudding moves up to 10 feet. The area it moves through is coated in black slime for 1 minute. Any creature who enters the area or starts their turn there takes 4 (1d8) acid damage. Rapid Growth (Costs 2 Actions). The pudding increases its size by one category, up to a maximum size of Huge, until the end of its next turn. "You wouldn't believe how many monsters squirm, hunt, breed, and kill out there, in the untamed wilds. If you knew what I know, you would think it sheer madness to pick up a sword, leave the safety of the walls behind, and face these dark creatures. Let alone study them! Sometimes, I am amazed by my own bravado." — Volothamp Geddarm SPLITTING ACTIONS If the black pudding has used its Split reaction, we recommend only allowing the original pudding to use its legendary actions, unless you want a really difficult encounter.


12 BONE NAGA Cantrip. The naga casts a cantrip. Constrict. The naga attempts to grapple (escape DC 12) a creature within reach. Until this grapple ends, the target is restrained and the naga can’t grapple another target. Eternal Guardians (Costs 1–3 Actions). The naga summons a skeleton into an unoccupied space within 10 feet of it that it can see. The naga can spend up to 3 legendary actions in this way, summoning a number of skeletons equal to the actions spent. CHUUL Psionic Shockwave (Costs 2 Actions). The chuul taps into the psychic bonds of its aboleth master, creating a psionic shockwave. Creatures within 10 feet of the chuul must succeed on a DC 12 Wisdom saving throw or be knocked prone. If a target fails the saving throw by 5 or more, they also take 7 (2d6) psychic damage. Relentless Assault. The chuul moves up to 30 feet toward a hostile creature it can see. Slam. If the chuul is grappling two creatures, it slams them together, dealing 3 (1d6) bludgeoning damage to both. The targets must succeed on a DC 13 Constitution saving throw or be stunned until the end of their next turn. COUATL Bountiful Harvest. The couatl casts the create food and water spell, spilling 45 pounds of hazelnuts on the ground, covering a 15-foot-square area. A creature moving across the covered area must succeed on a DC 14 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. Reflective Shield. If the couatl is affected by the shield spell, it improves its defenses. Until the end of its next turn, if the couatl is affected by the shield spell and a creature misses an attack against it, the creature instead deals the attack’s damage to themselves. Reposition. The couatl takes the Disengage action and moves up to half of its speed. ELEPHANT Never Forget. The elephant chooses a creature within 30 feet of it that it can see that has dealt damage to it. The elephant attempts a DC 10 Intelligence check to remember the target for life. Until the elephant dies, it has advantage on attack rolls against the target. Throw. The elephant lobs a creature it has grappled with its trunk 50 feet away from it. The target must succeed on a DC 14 Dexterity (Acrobatics) check or take 9 (2d8) bludgeoning damage from the impact and land prone. If the target succeeds on the save, they do not land prone. Trunk Trap. The elephant attempts to grapple (escape DC 12) a target within 10 feet of it with its trunk. Mogor


13 ETTIN Double Bite. Both of the ettin’s heads attempt to bite a creature within 10 feet of it. The target must succeed on a DC 14 Dexterity saving throw, made with disadvantage, or take 7 (2d6) piercing damage. Double Think. The ettin argues with itself about the correct course of action. Roll a die. On an odd number, the ettin moves up to its speed. On an even number, the ettin takes the Dodge action. Watch Duty. The ettin makes a Wisdom (Perception) check. FLAMESKULL Cremate. The flameskull builds up energy inside of it. If the flameskull drops to 0 hit points before the beginning of its next turn, it explodes. Creatures within 10 feet of the flameskull must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) fire damage. Eternal Flames. Roll a d20. On a roll of 20, the flameskull regains its 3rd-level spell slot. Casting a fireball spell with the regained spell slot deals 7 (2d6) psychic damage to the flameskull. Scorching Mark. The flameskull focuses its burning eyes on a creature within 60 of it that it can see. The target must succeed on a DC 12 Charisma saving throw or suffers from vulnerability to fire damage until the end of its next turn. A flaming mark appears on the target’s chest until the effect ends. GHOST Deathly Chill. The temperature within a 30-footradius sphere around the ghost drops by 10 degrees until the start of the ghost’s next turn. Creatures within the area can’t regain hit points until the start of the ghost’s next turn. Constructs, elementals, and undead are immune to this effect. Ethereal Manifestation. While in the Ethereal Plane, the ghost can select one of the following actions. These actions affect the Material Plane. Ù Cast dancing lights. Ù Cast thaumaturgy. Ù Move up to 20 feet. If this movement passes through a creature on the Material Plane, they take 3 (1d6) cold damage. Constructs, elementals, and undead are immune to this effect. Pierce the Veil. The ghost enters the Ethereal Plane or the Material Plane. GNOLL FANG OF YEENOGHU Incite Bloodlust (Costs 1–2 Actions). The fang of Yeenoghu targets a gnoll it can see within 20 feet of it. The target can use their reaction to make an attack. If the fang of Yeenoghu uses 2 legendary actions, it can target an additional gnoll. Demonic Ascension (Costs 1–2 Actions). The fang of Yeenoghu targets a hyena it can see within 20 feet of it. The target grotesquely transforms into a gnoll. If the fang of Yeenoghu uses 2 legendary actions, it can target an additional hyena. Join the Fray. The gnoll moves up to 30 feet toward a hostile creature. HELMED HORROR Arcane Conversion. If the helmed horror was targeted by a spell it is immune to since the beginning of its last turn, the helmed horror can either regain 12 (2d8 + 3) hit points or deal 7 (2d6) force damage in a 10-foot radius around itself. Tactical Retreat. The helmed horror Disengages and flies up to 15 feet. Weapon Bind. The helmed horror makes a melee weapon attack against a target within 5 feet of it that is wielding a melee weapon. If the attack hits, it deals no damage but the helmed horror binds the weapon and the target cannot attack with it unless they use an action to make a DC 14 Strength (Athletics) or Dexterity (Sleight of Hand) check. The helmed horror cannot attack with its longsword while it has a weapon bound. The helmed horror can end the bind on its turn without using an action.


14 LAMIA Beguile (Costs 2 Actions). The lamia chooses up to three allied creatures it can see within 30 feet of it. The targets are affected by an illusion that makes them appear as the lamia and the lamia can swap places with one of the targets. The targets retain all of their own statistics and abilities, although intelligent creatures may choose to limit their ability use to maintain the deception. The illusion ends at the end of the lamia’s next turn. Feint. The lamia targets a creature within 30 feet of it that it can see, making a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If the lamia’s total exceeds the target’s, the lamia’s next attack roll against that target has advantage. Manipulate Illusion. The lamia moves an illusion created by its major image spell. LIZARD KING/QUEEN Reckless Abandon. Until the end of the lizardfolk’s next turn, the lizardfolk has advantage on all melee weapon attack rolls, but attack rolls against it have advantage. Spur Aggression (Costs 2 Actions). Allies within 15 feet of the lizardfolk that can see and hear it can use their reaction to make an attack. Trip. The lizardfolk attempts to trip a target within 5 feet of it using its tail. The target must succeed on a DC 13 Strength or Dexterity saving throw or fall prone. ORC WAR CHIEF Blessing of Gruumsh. The next attack the orc makes deals an additional 3 (1d6) damage. If the orc does not make an attack before the end of its next turn, it takes 7 (2d6) psychic damage. Challenge. The orc issues a challenge toward a target within 30 feet that can see and hear it. The target has advantage on attack rolls made against the orc but disadvantage on all other attack rolls until the end of their next turn. Frightening Fury (Costs 2 Actions). The orc makes a DC 15 Charisma (Intimidation) check. If it succeeds, hostile creatures within 30 feet of the orc that can see and hear it must make a DC 13 Wisdom saving throw or become frightened of the orc until the end of their next turn. RED DRAGON WYRMLING Deep Breaths. The dragon rolls to recharge its breath weapon. Detect. The dragon makes a Wisdom (Perception) check. Retreat. The dragon uses the Disengage action and moves up to 20 feet. King Slizz, known to his people as the Destroyer of Warmbloods, hasn't seen a single day of peace during his reign. Besides warring against encroaching humans and training the next generation, he has nothing— nothing that the humans haven't already stolen or despoiled. King Slizz


15 SHADOW DEMON Animate Shadow. The demon gives an area of darkness momentary life. The demon targets a dimly lit area within 30 feet of it that it can see. The area lashes out with a shadowy tendril, making a melee attack with a reach of 5 feet. The attack has +5 to hit and deals 5 (1d6 + 2) psychic damage. If the area is in total darkness, the attack instead deals 7 (1d10 + 2) psychic damage. Consume Umbra. If the demon is in total darkness, it gains 6 (1d8 + 2) temporary hit points. Create Darkness (Costs 2 Actions). The demon casts the darkness spell. The demon is not affected by its own spell. SUCCUBUS/INCUBUS Ethereal Jaunt (Costs 2 Actions). The fiend uses its Etherealness action. Luring Gesture. The fiend targets one creature within 30 feet of it that it can see. The target must succeed on a DC 15 Wisdom saving throw or use its reaction to move up to its speed toward the fiend. The target will not cross into terrain that is obviously harmful to it. This movement provokes opportunity attacks. Shadow Walker. The fiend takes the Hide action. WEREBOAR Adaptable Tactics. If the wereboar is in its humanoid or hybrid forms, it takes the Dash action. If it is in its boar form, it attempts to shove a target within reach. Stubborn Rage. The wereboar gains 5 (1d6 + 2) temporary hit points. Sudden Change. The wereboar uses its Shapechanger trait. WERETIGER Adaptable Tactics. If the weretiger is in its humanoid or hybrid forms, it takes the Hide action. If it is in its tiger form, it takes the Dash action. Sense Prey. The weretiger automatically succeeds on a Wisdom (Perception) check against a target within 20 feet that doesn’t have all its hit points. Sudden Change. The weretiger uses its Shapechanger trait. Total darkness protects one from shadows. However, true darkness is an entirely different beast. If you see a shadow moving during the darkest night, know that The Bane has found you. The Bane


16 CHALLENGE RATING 5 The monster 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 monster regains spent legendary actions at the start of its turn. AIR ELEMENTAL Gust (Costs 2 Actions). A line of strong wind 60 feet long and 10 feet wide blasts from the elemental in a direction of its choice. Creatures in the affected area must succeed on a DC 14 Strength saving throw or be pushed 15 feet away from the elemental in a direction following the line. Smother (Costs 3 Actions). While the elemental shares a creature’s space, it attempts to forcefully pull the air from its lungs. The target must succeed on DC 16 Strength saving throw or takes 10 (2d8) force damage and starts suffocating. The elemental must successfully use Smother each round or the target stops suffocating. Swoosh. The elemental moves up to its speed. BARBED DEVIL Barbed Hug (Costs 2 Actions). The devil deals 5 (1d10) to a creature it has grappled. Grapple. The devil attempts to grapple a creature (escape DC 14). Raise Hell (Costs 2 Actions). The devil chooses a 5-foot-square on solid ground within 30 feet of it that it can see. Fires erupt from the ground and engulf the affected area for 1 minute. Creatures who are within the affected area when the fire appears or end their turn inside of it must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage. BARLGURA Dynamic Entry (Costs 2 Actions). The barlgura moves 10 feet and makes a long jump. If it lands within 5 feet of a creature, it makes a Fist attack. Revel in Violence. If the barlgura used its Reckless trait since the beginning of its last turn, it gains 5 (1d10) temporary hit points. Vanish. The barlgura casts invisibility on itself, if available. It then moves up to its speed.


17 BEHOLDER ZOMBIE Float. The zombie moves up to its speed. Minor Eye Ray (Costs 3 Actions). The zombie uses its Eye Ray attack, rerolling a 4. The target has advantage on the saving throw. Necrotic Decay (Costs 2 Actions). The zombie sacrifices a random eye stalk, which shrivels and implodes, spreading a magic miasma. Creatures within 10 feet of the zombie must make a DC 14 Constitution saving throw. A target takes 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The zombie must reroll Eye Ray attacks that result in sacrificed eye stalks. BULETTE Burrow. The bulette moves up to half of its speed. Maw Attack. The bulette attempts to grapple a creature (escape DC 14) using its maw. While it has a creature grappled in this fashion, it can’t make Bite attacks against other targets. Seal. The bulette quickly closes off a tunnel behind it with gravel. A creature can remove the blockage with a successful DC 12 Strength (Athletics) check. CAMBION Beguiling Presence (Costs 2 Actions). The cambion adds three Distraction tokens to its pool, up to a maximum of twelve. As a reaction, the cambion can expend any number of Distraction tokens and detract the total from an attack roll made against it. Fiendish Order. The cambion casts command, if available, or gives a new command to a creature under the influence of its Fiendish Charm. Cult of Personality (Costs 3 Actions). The cambion makes a contested Charisma check with a creature within 5 feet of it, which the cambion makes with advantage. For 1 minute, the winner of the contest has advantage on melee attacks against the loser. DROW ELITE WARRIOR Consume Capsule (Costs 3 Actions). The drow swallows a strong stimulant stored in a capsule hidden in its mouth. It takes 16 (4d8) poison damage. Until the end of its next turn, the drow gains the effect of the haste spell (no concentration required). It doesn’t suffer from the ill effects of the wave of lethargy. Reposition. The drow Disengages and moves up to half of its speed. Superior Skills (Costs 2 Actions). The drow makes a shortsword attack and regains its reaction.


18 EARTH ELEMENTAL Burrow. The elemental moves up to half of its speed. Fissure (Costs 3 Actions). The elemental creates a 15 feet long, 5 feet wide, and 10 feet deep crack in unworked earth or stone. Creatures in the affected area must make a DC 12 Dexterity saving throw. On a failed save, a target falls and takes 7 (2d6) bludgeoning damage. On a successful save, a target moves out of the affected area into the nearest unoccupied space. Stone Clamp. The elemental attempts to grapple a target (escape DC 16). It can have two creatures grappled at a time. FIRE ELEMENTAL Ignite. The elemental shoots a fiery sphere at a creature or flammable object within 30 of it. The target must succeed on a DC 14 Dexterity saving throw or ignite in flames. 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. Scorching Ray (Costs 3 Actions). The elemental innately casts scorching ray (+6 to hit) without using spell components. Transfer (Costs 2 Actions). The elemental teleports into the space of an ignited creature or object within 50 feet of it. FLESH GOLEM Acknowledgment. If the golem’s creator is within 60 feet of it and the golem made a successful Slam attack during its last turn, it gains 11 (2d10) temporary hit points. Anger. If the golem has received fire damage since the end of its last turn, it moves up to its speed toward the source of the damage. If the golem ends its movement within reach of the source of damage, it makes a Slam attack against it. Fear (Costs 2 Actions). The golem lets out a terrible, haunted scream. Creatures within 5 feet of it must succeed on a DC 16 Charisma saving throw or are frightened of the golem until the end of their next turn. GIANT CROCODILE Crocodile Birds (Costs 3 Actions). The crocodile opens its maw, from which rabid birds emerge. The birds have the statistics of a swarm of ravens. They attack creatures within 60 of the crocodile and act after the crocodile on the initiative count on their own turn. Death Roll. The crocodile violently spins, battering its captured prey. Creatures grappled by the crocodile must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage. Lurk. The crocodile moves up to its speed and takes the Hide action. Today, they call it an ascended elemental or elemental prince. We just called it the Pulper. Many knights and mages fell by its fists, crushed beyond recognition. We never destroyed it—the Pulper just moved on. No telling who or what it pulverizes nowadays. The Pupler


19 GIANT SHARK Blood Sense. The shark detects creatures within 60 feet of it that don’t have all their hit points. Crunch (Costs 2 Actions). The shark makes a Bite attack. If the attack hits, the target must also succeed on a DC 14 Dexterity saving throw or its armor takes a permanent and cumulative -1 penalty to the AC it offers. Nonmagical armor reduced to an AC of 10 is destroyed. If the armor is magic, the damage is not permanent and is removed after the character takes a short or long rest. Hunter’s Mark (Costs 3 Actions). The shark innately casts the hunter’s mark spell at 3rd level requiring no components. GLADIATOR Entertain. The gladiator basks in the attention of onlookers. If there are non-hostile creatures within 60 feet of the gladiator, it adds its Charisma modifier to its AC until the beginning of its next turn. The gladiator can only benefit from this legendary action once per round. Lunging Strike (Costs 2 Actions). The gladiator makes a Spear attack with advantage and 10 feet reach. Until the beginning of the gladiator’s next turn, melee attacks against it have advantage. Sweeping Attack. The gladiator makes a sweeping Spear attack. If the attack hits, the gladiator deals half damage and the target must succeed on a DC 14 Dexterity saving throw or fall prone. GORGON Rage. Until the end of its next turn, the gorgon adds a cumulative +5 bonus to its attack rolls. Additionally, until the end of its next turn, attacks against it have advantage. Recover (Costs 2 Actions). The gorgon gains 1 temporary hit point per 5 feet it moved since the beginning of its last turn. Run-Up. The gorgon moves up to half of its speed. HALF-RED DRAGON VETERAN Detect. The veteran makes a Wisdom (Perception) check. Whirlwind Attack (Costs 2 Actions). The veteran becomes a whirlwind of violence, spewing energy and letting its weapons fly. Creatures within 5 feet of the veteran must make a DC 15 Dexterity saving throw. A target takes 7 (2d6) slashing damage and 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The veteran’s whirlwind attack deals damage based on its type. For example, a half-green dragon’s attack deals poison damage. Recharge. The veteran rolls to recharge its breath weapon. Stone Dead Stone Dead came into being as some scapegraces who called themselves adventurers triggered an ancient curse. They ran. The townsfolk weren't as lucky—or fast. Over one hundred dead, even more petrified. The moral of the story: keep your hands off glowing treasure chests.


20 HILL GIANT Grab. The giant attempts to snatch up a Medium or smaller creature within 10 feet of it. The target must succeed on a DC 14 Dexterity saving throw or is grappled (escape DC 14) and restrained until the grapple ends. The giant can only grapple one creature at a time. Snack (Costs 2 Actions). The giant attempts to eat a Small or smaller creature it has grappled. The target must make a DC 16 Dexterity or Strength saving throw (target’s choice). On a success, it escapes the giant’s mouth and falls to the ground prone. On a failure, it is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the giant, and it takes 7 (2d6) acid damage at the start of each of its turns. The giant can have only one creature swallowed at a time. If the giant dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tremor (Costs 2 Actions). The giant slams the ground in rapid succession, causing a small earthquake. Medium or smaller creatures within 30 feet of the giant must succeed on a DC 14 Dexterity saving throw or fall prone. MEZZOLOTH Cloud Control. If the mezzoloth is within 60 feet of its cloudkill spell, it moves the cloud up to 10 feet in a direction of its choice. Grapple. The mezzoloth attempts to grapple (escape DC 15) a Large or smaller creature within reach using its free arms. While the mezzoloth has a creature grappled, it cannot use its Claw attack against another creature. Teleport (Costs 2 Actions). The mezzoloth uses its Teleport action. NIGHT HAG Ethereal Jaunt (Costs 2 Actions). The hag uses her Etherealness action. Siphon Dreams. The hag targets one sleeping creature (including those under the effects of sleep) within 30 feet of her that she can see. The hag deals 5 (1d10) psychic damage to the target and regains hit points equal to the damage dealt. This damage does not wake the sleeping creature. The hag can use this action from either the Material or Ethereal Plane. Summon Soul (Costs 3 Actions). The hag summons forth the soul currently captured in her soul bag. The soul has the statistics of a ghost. The soul acts on the hag’s turn and lasts for 10 minutes or until reduced to 0 hit points. CUSTOMIZING SUMMONED SOULS If you want the night hag’s ghost to feel a little more unique, consider who the ghost was in life and add skill proficiencies, traits, or attacks to suit their past. For example, an evil necromancer’s ghost may have spells appropriate for their CR. Hat Hag


21 OTYUGH Sludge Toss. The otyugh scoops up a clump of refuse and throws it at a target within 30 feet of it that it can see. The otyugh makes an attack (+6 to hit) against the target. If the attack hits, the target is restrained until they or another creature uses an action to free them. Telepathic Lure. The otyugh uses its telepathy to entice its prey closer. The otyugh targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to move up to its speed toward the otyugh. The target will not move into hazardous terrain and this movement does not provoke opportunity attacks. Vile Excretions (Costs 2 Actions). The otyugh forces diseased fluid to seep out of its pores. Until the end of the otyugh’s next turn, any creature that touches the otyugh or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Constitution saving throw or contract the disease detailed in the otyugh’s Bite attack. RED SLAAD Control Symbiote. The slaad targets one creature infected with a slaad egg within 30 feet of it. The creature must succeed on a DC 14 Constitution saving throw or suffer disadvantage on ability checks and attack rolls until the end of their next turn. Grapple. The slaad attempts to grapple (escape DC 14) a Huge or smaller target within reach. While grappling a target, the slaad cannot use one of its claw attacks. Planar Infusion. The slaad targets a point it can see within 30 feet of it, calling a small piece of the plane of Limbo to fill a 10-foot-radius sphere around the area. Roll a d4 and consult the table below for the effect. The area persists until the end of the slaad’s next turn. No two effects can overlap one another, although the slaad can have multiple effects active at one time. d4 Effect 1 The ground warps into chaotic shapes becoming difficult terrain. 2 Gravity is reversed in the area. Any creature who enters the area or starts their turn there floats upward 10 feet as if affected by the levitation spell. 3 Anytime a spell is cast in the area, roll on the sorcerer’s Wild Magic Surge table (PHB, page 104). 4 A storm of fire and lightning erupts, dealing 2 (1d4) fire and 2 (1d4) lightning damage and igniting flammable objects in the area. REVENANT Gravewalker’s Challenge. The revenant issues a challenge to its target, instilling a cold fear in the target’s allies. Until the end of the revenant’s next turn, all creatures other than those the revenant seeks vengeance against have disadvantage on attack rolls made against the revenant. Targets that are immune to the frightened condition are immune to this effect. Sins Unforgotten. The revenant targets a creature against which it seeks revenge that it can see within 20 feet of it. The target must succeed on a DC 15 Wisdom saving throw or fall to their knees (as if prone), begging for forgiveness. Vengeful Step. The revenant teleports up to 30 feet toward a creature against which it seeks revenge. The Old Gobbler


22 ROPER Advanced Tendril Control. The roper either uses its Reel action or extrudes a replacement tendril. Drain Strength (Costs 2 Actions). The roper targets one creature it has grappled with its tendrils. The target must make a DC 14 Constitution saving throw. On a failure, the roper gains advantage on one attack it makes before the end of its next turn and the target has disadvantage on Strength checks until the end of their next turn. If the roper uses this legendary action multiple times before its next turn, it can apply advantage to a number of attacks equal to the number of failed saving throws. Scoot. The roper moves up to 10 feet. SAHUAGIN BARON Blood in the Water. The sahuagin moves 30 feet toward a target that does not have all of its hit points. Swarming Feast (Costs 2 Actions). The sahuagin baron commands up to three sahuagin (but not sahuagin priestesses or other barons) within 30 feet of it to use their reaction to move up to 30 feet toward a hostile creature and make an attack with disadvantage. Telepathic Goading. The sahuagin spurs a shark within 120 feet of it to attack. The shark takes 4 (1d8) psychic damage from the telepathic whipping and makes an attack with advantage. If this damage would kill the shark, it can make the attack before dying. SALAMANDER Blast Aura (Costs 2 Actions). The salamander violently discharges its stored heat. Creatures within 10 feet of the salamander must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. After using this legendary action, the salamander’s heated body trait is inactive for 2 (1d3) rounds. Control Flames. The salamander makes one source of fire within 60 feet of it that it can see grow or subside by 5 feet in a direction of its choice. Fiery Escape. The salamander uses the Disengage action. The area the salamander moves through is covered in flames until the end of the salamander’s next turn. Any creature who enters the area or starts their turn there takes 4 (1d8) fire damage. Sid The drow and duergar tell stories of a roper called Sid, short for some unpronounceable name. Translated into Common, it simply means "vicious stone." Rumor has it that the svirfneblin venerate it, as it has never killed one of them. Mayhaps Segojan had a hand in its creation, sending a protector for the gnomes.


23 SHAMBLING MOUND Rooted Defense (Costs 2 Actions). The shambling mound sends roots deep into the ground. While rooted, the shambling mound’s speed is 0 but it gains 9 (2d8) temporary hit points, becomes immune to the prone condition, and has advantage on Strength and Constitution saving throws. The shambling mound can end the effect on its turn without using an action, losing any remaining temporary hit points and all other benefits. Shocking Animation. The shambling mound sends a low current to a plant within 10 feet. The plant lashes out, forcing a creature within 5 feet to make a DC 14 Dexterity saving throw or become restrained until the end of the shambling mound’s next turn. Vine Lasso. The shambling mound makes an attack (+7 to hit) against a target within 15 feet of it. If the attack hits, the target is pulled 15 feet toward the shambling mound. TRICERATOPS Reckless Attacks. Until the end of its next turn, the triceratops gains advantage on all melee weapon attack rolls, but attack rolls against it have advantage. Rend Earth. The triceratops digs its horns into the ground and rips up a 10-foot-long and 5-foot-wide line of earth. Creatures in the area must succeed on a DC 14 Dexterity saving throw or be knocked prone. The area also becomes difficult terrain. Terrifying Roar. The triceratops lets out a bone shaking roar. Targets within 30 feet of the triceratops that can hear it must succeed on a DC 13 Wisdom saving throw or become frightened of the triceratops until the end of its next turn. TROLL Blinding Gore. The troll claws open its stomach, dealing 7 (2d6) slashing damage to itself as it pulls out a handful of tissue. The troll makes an attack (+7 to hit) against a creature within 20 feet of it that it can see. If the attack hits, the target is blinded until they or another creature use an action to wipe the gore away. Legendary Regeneration (Costs 2 Actions). If the troll has not taken acid or fire damage since the end of its last turn, the troll regains 5 (1d10) hit points. Retributive Flurry (Costs 3 Actions). If the troll has taken acid or fire damage since the end of its last turn, it uses its Multiattack. All attacks made as part of this action have disadvantage. Meeh and the Boys


24 UMBER HULK Burst Forth. If the umber hulk is underground, it springs up 10 feet, bursting out of the ground. Any creatures within 5 feet of the unburrowing umber hulk must succeed on a DC 16 Dexterity saving throw or fall prone. Creatures in the umber hulk’s space are pushed to the nearest unoccupied space. Controlled Chaos. The umber hulk targets one creature within 30 feet of it that it can see. The next time within 1 minute that creature is affected by the umber hulk’s Confusing Gaze and rolls a d8 to determine their action, the umber hulk can decrease the result by 1 to a minimum of 1 or increase it by 1 to a maximum of 8. Stone Shape (Costs 2 Actions). The umber hulk innately casts the stone shape spell, requiring no components. VAMPIRE SPAWN Death’s Embrace. The vampire spawn attempts to grapple (escape DC 13) a Large or smaller creature within reach. Desperation. The vampire spawn makes a claw attack with disadvantage against a creature that does not have all its hit points. Ravenous Hunger. The vampire spawn moves up to 30 feet toward a creature that does not have all its hit points. WATER ELEMENTAL Dehydration (Costs 2 Actions). The elemental targets a creature within 10 feet of it that it can see. The target must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion as water is violently expelled from their body. If a target is affected by this ability, the elemental regains 4 (1d8) hit points. Resurgence. The elemental rolls to recharge its Whelm action. Tidal Charge. The elemental charges up to 30 feet in a straight line toward a creature. If the elemental ends its movement within 5 feet of the target, the target must succeed on a DC 15 Strength saving throw or be knocked prone. WEREBEAR Adaptable Tactics. If the werebear is in its humanoid or hybrid forms, it attempts to grapple (escape DC 15) a Large or smaller target within reach. If it is in its bear form, it takes the Dash action. Seb’s Calming Presence (Costs 2 Actions). The werebear casts the calm emotions spell without using components. Sudden Change. The werebear uses its Shapechanger trait. Iron Teddy


25 WRAITH Bolster the Legion (Costs 2 Actions). The next successful Life Drain attack the wraith makes before the end of its next turn grants specters under the wraith’s control temporary hit points equal to the damage dealt. Deathly Chills. The wraith moves up to 30 feet. If this movement passes through a living creature, that creature must succeed on a DC 14 Constitution saving throw or take 3 (1d6) cold damage. Marked for Death (Costs 2 Actions). The wraith targets one living creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, any specters under the wraith’s control have advantage on attacks made against the target but disadvantage on attacks made against any other target until the end of the wraith’s next turn. XORN Detect. The xorn makes a Wisdom (Perception) check. Earthly Retreat. The xorn takes the Disengage action and burrows for up to half its speed. Magnetic Pull. The xorn magnetically attunes its body, focusing on one creature within 30 feet of it that it can see. The creature must succeed on a DC 14 Strength saving throw or be pulled 30 feet toward the xorn. If the target fails the saving throw by 5 or more, they are stuck to the xorn’s body. While stuck to the xorn, the target is grappled (escape DC 14) and restrained. If the target is wearing armor made of metal, they have disadvantage on the saving throw. YOUNG REMORHAZ Aggressive Stance. The remorhaz takes an aggressive posture, preparing to attack. Until the beginning of the remorhaz’s next turn or whenever the remorhaz takes another legendary action, it can make a Bite attack against one creature that comes within 5 feet of it. Melting Escape. The remorhaz takes the Disengage action and moves up to its speed. Any space covered in snow or ice the remorhaz moves through as part of this Disengage are melted, becoming difficult terrain. Terrifying Display. The remorhaz spreads its head frills and screams. Creatures within 30 feet of the remorhaz that can see and hear it must succeed on a DC 14 Wisdom saving throw or become frightened of the remorhaz until the end of their next turn. Once in a generation, a special remorhaz is born. The Uthgardt say that the monster is suffused with Auril's power. A united group of renowned Uthgardt berserkers venture forth when the omens speak of a new birth. If they fail, the shamans say a bloody decade awaits the tribes. Razuhm


26 CHALLENGE RATING 6 The monster 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 monster regains spent legendary actions at the start of its turn. CHASME Demonic Dreaming. The chasme targets one creature within 30 feet of it that it has rendered unconscious through its Drone trait. The target takes 4 (1d8) psychic damage. This damage does not wake the target. Slow-acting Poison. The chasme targets one creature within 30 feet of it that has taken necrotic damage from the chasme’s Proboscis since the beginning of the chasme’s last turn. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target’s speed is reduced by 10 feet. Swoop. The chasme flies up to 30 feet straight toward a target and makes an attack (+5 to hit). If the attack hits, the target is knocked prone. CHIMERA Deep Breaths. The chimera rolls to recharge its Fire Breath. Ram. The chimera moves up to 40 feet straight toward a target and makes an attack (+7 to hit). If the attack hits, the target is knocked prone. Sense Prey. The chimera automatically succeeds on a Wisdom (Perception) check against a target within 20 feet that doesn’t have all its hit points. CYCLOPS Earth-shattering Strike (Costs 2 Actions). The cyclops targets a point within 10 feet of it that it can see and smashes down with its club. Creatures within 20 feet of the area must make a DC 16 Strength saving throw or are knocked prone. The area also becomes difficult terrain. I Choose to Disbelieve. The cyclops chooses to disbelieve an ongoing magical effect. The cyclops rerolls a saving throw it failed previously. Unwarranted Praise. The cyclops is awe-struck by a spellcaster and hurls barely intelligible Giant at them. The cyclops targets a creature within 20 feet of it that has cast a spell since the beginning of the cyclops’s last turn that it can see. The target must succeed on a DC 16 Constitution saving throw or lose concentration on a spell. DRIDER Lolth’s Embrace. The drider targets a creature within 30 feet of it that has taken poison damage from its attacks since the beginning of the drider’s last turn. The target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. Lurk. The drider moves up to 20 feet and takes the Hide action. Web (Costs 2 Actions). The drider makes an attack (+6 to hit) against a target within 30 feet that the drider can see. On a hit, the target is restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 12, 10 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.


27 GALEB DUHR Roll Out. The galeb duhr commands its animated boulders to use their reaction to move up to 20 feet. If the animated boulders move downhill, they can move up to 40 feet. Spiked Body (Costs 1–2 Actions). The galeb duhr changes its body composition to grow razor-sharp but brittle spikes. The next time a creature touches the galeb duhr or attacks it with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage. After dealing damage once, the spikes break and the effect ends. If the galeb duhr uses 2 legendary actions, it can also affect one of its animated boulders within 30 feet of it. Tremors. The galeb duhr touches the ground and targets one creature within 30 feet of it that it can see. If both the galeb duhr and the target are touching the ground, the target must succeed on a DC 16 Dexterity saving throw or fall prone. GITHZERAI ZERTH Evasive Techniques. The githzerai takes the Dodge action. Forced Pacificm. The githzerai targets one creature within 30 feet of it that it can see. The target must succeed on a DC 14 Wisdom saving throw or feel compelled toward pacifism. Until the end of the target’s next turn, if the target attacks or casts a harmful spell, they take 7 (2d6) psychic damage. This effect ends if the githzerai or its allies attack the target or cast a harmful spell on it. Recenter. The githzerai rerolls its initiative, using the new roll if it is higher. Mak'kon, the sister of a famous githzerai heretic, travels the planes in search of answers and enlightenment. She has little desire to debate the deeper meanings of existence with those she deems lesser, and quickly dispatches any who stand in her way.


28 HOBGOBLIN WARLORD Goad. If a target of the hobgoblin’s Leadership trait missed an attack or failed a saving throw since the end of the hobgoblin’s last turn, the hobgoblin can make them use their reaction to make an attack. After the attack, the target loses the benefit of the Leadership trait. Maglubiyet’s Judgement (Costs 2 Actions). The hobgoblin targets one creature within 5 feet of it that it can see. The hobgoblin and the target make a contested Strength check. The winner gains advantage on weapon attacks made against the other for 1 minute. Regain Guard. If the hobgoblin has used its Parry reaction this round, it can take one additional reaction this round, which must be spent on Parry. INVISIBLE STALKER Abduct. The invisible stalker attempts to grapple (escape DC 14) a Large or smaller target within range. If it succeeds, the invisible stalker flies up to 25 feet. Buffet. The invisible stalker creates a line of strong wind 20 feet long and 5 feet wide that blasts from it in a direction of its choice. Each creature in the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet away from the invisible stalker in a direction following the line. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. The invisible stalker can choose for this legendary action to not affect its quarry. Death Mark (Costs 2 Actions). The invisible stalker innately casts hunter’s mark on its quarry, requiring no components. KUO-TOA ARCHPRIEST Cantrip. The kuo-toa casts a cantrip. Form of Madness. The kuo-toa targets a creature it can see within 30 feet of it and conceives of some physical change to the creature. The creature can attempt a DC 14 Constitution saving throw to resist the effect. On a failed save, the kuo-toa chooses Strength, Constitution, or Dexterity; the target has either advantage or disadvantage (the kuo-toa’s choice) on ability checks, attack rolls, and saving throws made using the chosen ability until the end of the target’s next turn. The kuo-toa can target the same creature multiple times, choosing a different ability each time. Slip Away. The kuo-toa takes the Disengage action. MAGE Cantrip. The mage casts a cantrip. Coalesce the Weave (Costs 2 Actions). Roll a d6. On a result of 5 or 6, the mage regains one 4th-level or lower spell slot. Limitless Knowledge. The mage removes one spell from its spell list and replaces it with another wizard spell of equal level. Suppress the Weave. The mage targets one creature with an ongoing magic effect and makes a DC 14 Intelligence check. If the mage succeeds, one magic effect on the target becomes inactive until the end of the target’s next turn. MAMMOTH Destructive Charge. The mammoth moves up to 40 feet in a straight line. The mammoth makes Stomp attacks against all objects in its path, such as a wall or other fortification. This attack deals double damage to the object. If the mammoth attacks an object and it is not destroyed, the mammoth’s movement stops at the object. This attack does not target carried or worn items such as weapons and armor.


29 Grapple. The mammoth attempts to grapple (escape DC 18) a target within 10 feet of it using its trunk. The mammoth can only have one creature grappled at a time and can release a grappled creature on its turn without using an action. Scoop. The mammoth targets one creature within 10 feet of it that it can see. The target must succeed on a DC 18 Strength or Dexterity saving throw or be thrown 15 feet away from the mammoth, landing prone. MEDUSA Feint. The medusa targets a creature within 30 feet of it that it can see, making a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If the medusa’s total exceeds the target’s, the medusa’s next attack roll against that target has advantage. Forced Admiration (Costs 2 Actions). The medusa targets one creature within 30 feet of it that it can see. Every time the target chooses to avert their eyes from the medusa, the target must succeed on a DC 13 Charisma saving throw or take 7 (2d6) psychic damage. This effect lasts for 1 minute or until the medusa is incapcitated. Lurk. The medusa moves up to 20 feet and takes the Hide action. VROCK Insidious Poison. The vrock targets one creature poisoned by its Spores within 30 feet of it that it can see. The target has disadvantage on their next saving throw to remove the Spores effect. Rapid Regrowth. The vrock rolls to recharge its Spores. Summon Demon (Costs 2 Actions). The vrock tries to force other demons from the Abyss to serve it. The vrock has a 50 percent chance to summon a barlgura or a 25 percent chance to summon a vrock. The summoned demon appears in an unoccupied space within 10 feet of the vrock. The vrock can only have one such demon summoned at a time. WYVERN Evasive Flight. If the wyvern is flying, it takes the Dodge action. The effects of Dodge end if the wyvern is no longer flying. Predator’s Eye. The wyvern makes a Wisdom (Perception) check. Snatch. The wyvern attempts to grapple (escape DC 15) a Medium or smaller target within 5 feet of it. If it succeeds, the wyvern can fly up to 40 feet. YOUNG BRASS DRAGON Calming Conversationalist (Costs 2 Actions). The dragon targets a creature within 60 feet of it that can see and hear the dragon. The dragon makes a Charisma (Persuasion) check opposed by the target’s Wisdom (Insight). If the dragon wins the contest, the target is charmed by the dragon for 1 minute. The effect ends if the dragon or its allies deal damage to the target. Deep Breaths. The dragon rolls to recharge its Breath Weapons. Detect. The dragon makes a Wisdom (Perception) check. YOUNG WHITE DRAGON Deep Breaths. The dragon rolls to recharge its Cold Breath. Detect. The dragon makes a Wisdom (Perception) check. Reckless Attacks. Until the end of its next turn, the dragon gains advantage on all melee weapon attack rolls, but attack rolls against it have advantage.


30 MORDENKAINEN'S TOME OF FOES DEATHLOCK Cantrip. The deathlock casts a cantrip. Patron’s Curse (Costs 2 Actions). The deathlock targets one creature within 30 feet of it that it can see. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on the next saving throw on a spell the deathlock casts. Unbreakable (Costs 2 Actions). The deathlock becomes immune to the charmed, frightened, incapacitated, paralyzed, and stunned conditions until the end of its next turn. It can take this legendary action while affected by one of the listed conditions, ending the condition immediately. DYBBUK Corpse Hopper. The dybbuk rolls to recharge its Possess Corpse action. Fiendish Tricks (Costs 2 Actions). If the dybbuk is not possessing a corpse, it magically turns invisible until the end of its next turn. The dybbuk becomes visible if it attacks or casts or until its concentration ends (as if concentrating on a spell). While invisible, the dybbuk leaves no physical evidence of its passage and can only be tracked by magic. Lurch. If the dybbuk is possessing a corpse, it takes the Dash action. "If you've lived as long as I have, you have made more enemies than you could conceivably bury. Do not misunderstand, I have buried countless. However, my foes are veritable hydras. The more I dispose of, the more crop up. Mayhaps I should outsource some of the work." — Mordenkainen CHALLENGE RATING 4 The monster 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 monster regains spent legendary actions at the start of its turn.


31 IRON COBRA Load Venom. The iron cobra chooses which poison effect is applied to the next Bite attack it makes before the end of its next turn. Slither. The iron cobra moves up to 10 feet and takes the Hide action. Spit Venom (Costs 2 Actions). The iron cobra targets one creature it can see within 15 feet of it and spits a stream of venom toward its eyes. The iron cobra makes an attack (+5 to hit) against the target. If the attack hits, the target is blinded until the end of their next turn. MERREGON Command Subordinates. The merregon orders up to two other merregons to attack. The targets use their reaction and to make a halberd attack. Death in Servitude. If the merregon has used its Loyal Bodyguard reaction this round, it can take one additional reaction this round, which must be spent on Loyal Bodyguard. Sweep. The merregon makes a halberd attack against a creature within reach. This attack does not deal damage but if it hits, the target is knocked prone. OGRE BATTERING RAM Angry Idiot. The ogre makes a melee weapon attack against a target that used words the ogre cannot understand (such as casting a spell with verbal components or speaking in an unknown language) this round. Hunker Down. If the ogre is under the effects of its Block the Path action, it becomes immune to the prone condition and cannot be moved in any way. These effects last until the start of the ogre’s next turn. Regroup (Costs 2 Actions). The ogre regains its reaction. STONE DEFENDER Duty Calls. The stone defender moves up to 30 feet toward an allied creature. Loyal Defender. If the stone defender has used its Intercept Attack reaction this round, it can take one additional reaction this round, which must be spent on Intercept Attack. Mobile Cover (Costs 2 Actions). The stone defender uses its shields to create an impromptu wall. Any allied creatures within 5 feet of the stone defender have half cover.


32 CHALLENGE RATING 5 The monster 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 monster regains spent legendary actions at the start of its turn. ADULT OBLEX Memory Siphon (Costs 2 Actions). The oblex targets a memory-drained creature it can see within 30 feet. Eat Memories’ die size increases by one step for the target. Memory Ward (Costs 1–3 Actions). The oblex targets a memory-drained creature it can see within 30 feet. Roll Eat Memories’ die; the oblex gains a number of temporary hit points equal to the result of the die. If the oblex uses 2 legendary actions, it gains +5 additional temporary hit points or +10 if they use 3 legendary actions. Puppetmaster. The oblex moves up to half of its impersonated simulacra up to 30 feet each. ALLIP Forbidden Arcana (Costs 2 Actions). The allip innately casts a 1st-level warlock spell or cantrip of its choice, requiring no components. The allip’s spell save DC is 14 and has +6 to hit with spell attacks. Intrusive Thoughts (Costs 2 Actions). Any targets who have failed a saving throw versus the allip’s Whispers of Madness must make a DC 14 Wisdom saving throw. On a failed save, the target uses their reaction to move up to their speed in a random direction. This movement provokes opportunity attacks. Resurgent Voices. The allip rolls to recharge its Howling Babble. A powerful warlock, known as the Grim Tutor, neared the end of their natural life. Since there was nothing to lose, and still much to gain, the Grim Tutor opened the Forbidden Tome and started reading. Before the night turned into day, the satisfied warlock's mind burst asunder. The Grim Tutor


33 KRUTHIK HIVE LORD Call the Hive. The kruthik commands up to three adult kruthiks within 60 feet of it to use their reaction to move up to their speed. Impressive Display (Costs 2 Actions). If at least two adult kruthiks are within 10 feet of the hive lord, it makes a Stab attack. If this attack reduces the target to 0 hit points, all adult kruthiks within 10 feet of the hive lord have advantage on their next attack. Recharge Glands. The kruthik rolls to recharge its Acid Spray. OAKEN BOLTER Drag. The oaken bolter pulls a target it has grappled 20 feet closer. Illumination Round (Costs 3 Actions). The oaken bolter fires an alchemical charge at a point it can see within 50 feet. The charge bursts into bright light, illuminating a 30-foot-radius sphere for 1 minute. Creatures in the area must succeed on a DC 15 Wisdom saving throw or become blinded for 2 (1d3) rounds. Quick Charge. The oaken bolter rolls to recharge is Explosive Bolt. STAR SPAWN MANGLER Blood Frenzy (Costs 2 Actions). If the mangler has reduced a target to 0 hit points since the beginning of its last turn, it moves up to 40 feet toward a target and makes two Claw attacks. Set Ambush. The mangler moves up to 20 feet and takes the Hide action. Take a Breather (Costs 2 Actions). The mangler rolls to recharge its Flurry of Claws. CHALLENGE RATING 6 The monster 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 monster regains spent legendary actions at the start of its turn. DUERGAR WARLORD Call to Attack. The duergar uses its Call to Attack. Partial Invisibility. The duergar becomes partially invisible and moves up to 15 feet. After moving, the duergar becomes fully visible. Attacks made against the duergar while partially invisible have disadvantage. The duergar cannot already be invisible and use this action. Renewed Vitriol. If the duergar has used its Scouring Instruction reaction this round, it can take one additional reaction this round, which must be spent on Scouring Instruction. WHITE ABISHAI Chosen of Tiamat (Costs 2 Actions). The abishai innately casts bless, requiring no components. This spell can only affect other abishais. Grip of Hoarfrost. The abishai targets a creature within 5 feet of it that it can see. The target must succeed on a DC 15 Constitution saving throw or their speed is reduced by 5 feet until the end of their next turn. If the saving throw fails by 5 or more, the target also gains a level of exhaustion. Unending Vengeance. If the abishai has used its Vicious Reprisial reaction this round, it can take one additional reaction this round, which must be spent on Vicious Reprisal.


CHALLENGE RATING 4 The monster 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 monster regains spent legendary actions at the start of its turn. BABAU Burning Gaze. The babau chooses a creature within 60 feet of it that it can see. Searing energy erupts from the babau’s eyes, targeting the creature. The target must succeed on a DC 14 Dexterity saving throw or takes 13 (2d12) fire damage. True Darkness (Costs 2 Actions). The babau casts the darkness spell. Weakening Gaze. The babau uses its Weakening Gaze. BARGHEST Black Vaporisation (Costs 3 Actions). The barghest releases a soul it is currently digesting but siphons part of its power. The barghest innately casts hunger of Hadar on itself (spell save DC 13) and is immune to the spell’s damage. The bargest can’t use this action if it is not digesting any souls. Consume Essence (Costs 2 Actions). The barghest makes a Bite attack. If the attack hits, it deals an extra 9 (2d8) necrotic damage and the bargest gains an equal amount of temporary hit points. Reposition. The barghest moves up to half of its speed. If it moved for at least 20 feet straight toward a target, it also makes a Claw attack. 34 VOLO'S GUIDE TO MONSTERS


35 GIRALLON Massive Attack. The girallon makes a Claw attack and gains 3 (1d6) temporary hit points if the attack hits. Reckless Attack. The girallon makes two Claw attacks but takes 3 (1d6) points of necrotic damage for each attack that misses. Savage Attack. The girallon makes a Claw attack with advantage. HOBGOBLIN DEVASTATOR Aerial Escape (Costs 2 Actions). The hobgoblin Disengages and moves up to half its speed. Alternatively, the hobgoblin Disengages, expends a 2nd-level spell slot, and makes a 30-foot-long jump. Fire Starter. The hobgoblin chooses an ally within 30 of it that it can see, igniting its weapon in flames. The ally’s next weapon attack deals an extra 3 (1d6) fire damage. Stay Frosty. The hobgoblin chooses an ally within 30 of it that it can see whose armor freezes over. The ally gains a +2 bonus to its AC against the next attack made against it. The attacker takes 3 (1d6) cold damage. NEOGI MASTER Commanded Attack (Costs 2 Actions). The neogi master forces a neogi to make a Bite attack with advantage. The targeted neogi takes 7 (2d6) psychic damage. Focus. Roll a d10. On a roll of 10, the neogi master regains the use of its Enslave action. Siphon Power. The neogi master gains 2 (1d4) temporary hit points for each neogi within 10 feet of it. Neogi within 10 feet of the neogi master take 2 (1d4) psychic damage. ORC BLADE OF ILNEVAL Command: Catch. Up to three allied orcs within 120 feet of the blade of Ilneval that can hear it can use their reaction to attempt to grapple a target. Command: Reform. Up to three allied orcs within 120 feet of the blade of Ilneval that can hear it move up to their speed. Command: Stand Firm. Up to three allied orcs within 120 feet of the blade of Ilneval that can hear it can use their reaction to take the Dodge action. Eleventh Kern Eleventh Kern is the Overlord of a nomadic neogi slave swarm. The neogi under its command spread terror and despair in the planes. When the ones of age to fight lie dead, they enslave the young and destroy the old. Whoever remains is safe for a hundred years—just long enough for the next harvest to grow.


36 STEGOSAURUS Charge. The stegosaurus moves up to its speed. If it moved at least 20 feet and ends its turn within 5 feet of a creature, the stegosaurus butts heads with the target. The target must succeed on a DC 16 Dexterity or Strength saving throw or takes 7 (2d6) bludgeoning damage and is shoved 10 feet away in a straight line. Slow to Process (Costs 2 Actions). The stegosaurus gains temporary hit points equal to half the amount of damage it received this turn. Tail Attack (Costs 2 Actions). The stegosaurus makes a Tail attack. WARLOCK OF THE ARCHFEY Cantrip. The warlock casts a cantrip. Mystify. Roll a d4. On a roll of 4, the warlock regains its Misty Escape action. Obscure. The warlock casts the silent image spell or moves an existing illusion. YETH HOUND Bay (Costs 2 Actions). The yeth hound uses its Baleful Baying action. Cover in Darkness. The yeth hound innately casts the darkness spell, which must be centered on the yeth hound. Death Bite (Costs 2 Actions). The yeth hound makes a Bite attack. On a hit, the target is grappled (escape DC 14). YUAN-TI MIND WHISPERER Cantrip. The yuan-ti casts a cantrip. Confusing Whispers (Costs 2 Actions). The yuan-ti expends one use of its suggestion spell. The yuan-ti chooses a creature within 30 of it that it can see. The target must make a DC 13 Wisdom saving throw. On a successful save, the target is stunned until the end of its next turn. On a failed save, the target makes a weapon attack against an ally, if possible, and takes 14 (4d6) psychic damage. Deadly Bite (Costs 2 Actions). The yuan-ti makes a Bite attack. If the attack hits, the target must succeed on a DC 14 Constitution saving throw against poison or is paralyzed until the end of its next turn. YUAN-TI NIGHTMARE SPEAKER Cantrip. The yuan-ti casts a cantrip. Hack. The yuan-ti makes a Scimitar attack against a constricted creature. Maddening Whispers (Costs 3 Actions). The yuan-ti expends one use of its suggestion spell and regains the use of its Invoke Nightmare action. The Necromancer of Hellgate Keep hounded Elminster for many years. In the beginning, it was a nuisance. In the end, dodging the yeth hounds became a sort of sport. Turning a whole pack into a flock of geese, charming them to attack their dark master instead—much fun did the Sage of Shadowdale have! Blood Pup


37 CHALLENGE RATING 5 The monster 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 monster regains spent legendary actions at the start of its turn. BANDERHOBB Chill Touch. The banderhobb innately casts the chill touch cantrip (+6 to hit), dealing 9 (2d8) necrotic damage on a hit. Shadow Bind (Costs 2 Actions). The banderhobb chooses a creature within 60 of it that it can see that is in dim light or darkness. The creature must succeed on a DC 10 Strength saving throw or become restrained by shadowy threads until the end of its next turn. Shadow Blink. The banderhobb magically teleports up to 15 feet to an unoccupied space of dim light or darkness that it can see. BRONTOSAURUS Ancient Roar (Costs 3 Actions). The brontosaurus lets out a roar that shakes the heavens. Creatures within 120 feet of the brontosaurus that can hear it must succeed on a DC 15 Charisma saving throw or have disadvantage on melee attacks against the brontosaurus until the end of their next turn. For Good Measure (Costs 2 Actions). The brontosaurus makes a Stomp attack against a prone target. Snatch. The brontosaurus makes a special Tail attack against a target. If it hits, the attack deals no damage but the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The brontosaurus can only have one creature grappled in this fashion at a time.


CATOBLEPAS Blighted Ground. The catoblepas targets a point on the ground within 60 feet of it that it can see, blighting the area in a 15-foot radius for 1 minute. Creatures cannot regain hit points or gain temporary hit points by any means while in the blighted area. Death Comes Marching (Costs 2 Actions). The catoblepas targets a dying creature within 15 feet of it that it can see. The creature automatically fails a death saving throw. Rearm. The catoblepas rolls to recharge its Death Ray. ENCHANTER Arcane Empowerment. The enchanter targets one creature charmed by it within 60 feet that it can see. The target gains either advantage on weapon attack rolls or advantage on saving throws until the end of their next turn. Focused Knowledge. The enchanter removes one spell from its spell list and replaces it with another enchantment spell from any spell list of equal level. Transfer Expertise. The enchanter targets one creature charmed by it within 60 feet of the enchanter. The enchanter selects one saving throw, spell of 5th level or lower, or skill the target is proficient in and gains proficiency in the same saving throw or skill or can cast the spell once until the end of their next turn. 38 The locals called it the Woe Cow. A more than fitting name. In the winter, they would leave offerings in the swamps to appease the beast—frozen cattle, starved villagers. Whatever could stave off disaster for another year.


39 KRAKEN PRIEST Crack the Sky. The kraken priest calls down a thunderous boom in a 20-foot radius sphere around itself. Creatures in the area must succeed on a DC 13 Constitution saving throw or become deafened until the end of their next turn. If a creature concentrating on a spell or similar effect fails this saving throw, they lose concentration. Crushing Depths. The kraken priest targets a creature within 30 feet of it that it can see and calls upon the crushing pressure of the deep sea. The target must succeed on a DC 13 Strength saving throw or fall prone and become restrained. The target can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. Voice of the Ancients (Costs 2 Actions). The kraken priest casts command. MASTER THIEF Escape Plan. The thief moves up to 30 feet and takes the Hide action. Pilfer. The thief makes a Dexterity (Sleight of Hand) check opposed by the target’s Wisdom (Perception) check against a target within 5 feet of it. If the thief succeeds, it steals an item not wielded or worn by the target, such as a potion of healing or coin purse. Regain Footing. If the thief has used its Uncanny Dodge reaction this round, it can take one additional reaction this round, which must be spent on Uncanny Dodge. MINDWITNESS Atmospheric Scoot. The mindwitness flies up to its speed. Eye Ray. The mindwitness uses one random eye ray. Psionic Ward. The mindwitness targets a mind flayer within 30 feet of it that it can see. The mindwitness takes 9 (2d8) psychic damage and the mind flayer gains temporary hit points equal to the damage taken. SPAWN OF KYUSS Burrowing Worm (Costs 2 Actions). The spawn of Kyuss uses its Burrowing Worm action. Shamble. The spawn of Kyuss moves up to 15 feet toward a target. Writhing Pain. The spawn of Kyuss targets one worm-infested target within 30 feet of it that it can see. The target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of their next round as the worm causes dreadful pain. SWARM OF CRANIUM RATS Mad Chittering. The swarm targets one creature within 30 feet of it affected by the swarm’s telepathy. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on ability checks and attack rolls until the end of their next turn as insane chittering fills their mind. Puppetmaster. The swarm targets one creature within 30 feet of it affected by its confusion spell. The swarm selects a result for the target’s d10 roll made to determine their behavior. Welcome to the Collective (Costs 2 Actions). The swarm targets one creature within 30 feet of it affected by the swarm’s telepathy. The target must succeed on a DC 13 Charisma saving throw or believe that they are one with the collective swarm for 1 minute or until the swarm is incapacitated, killed, or is reduced to half of its hit points or fewer. While in this state, the target is charmed by the swarm and defends its new family at all costs. The swarm cannot use this legendary action if it has half of its hit points or fewer. TANARUKK Reckless Abandon. Until the end of the tanarukk’s next turn, the tanarukk has advantage on all melee weapon attack rolls, but attack rolls against it have advantage.


Stoke the Flames (Costs 2 Actions). If the tanarukk has used its Unbridled Fury reaction this round, it can take one additional reaction this round, which must be spent on Unbridled Fury. Stubborn Rage. The tanarukk gains 8 (1d6 + 5) temporary hit points. TLINCALLI Chain Storm. The tlincalli swings its spiked chain above its head. If a creature enters within 10 feet of the tlincalli before the beginning of the tlincalli’s next turn, it makes a Spiked Chain attack against the creature. The tlincalli cannot use this legendary action if it has a creature grappled with its spiked chain. Drag. If the tlincalli has a creature grappled with its spiked chain, it moves up to 20 feet. Wicked Barbs. The tlincalli tightens its grip on a creature it has grappled with its spiked chain. The target begins to bleed, taking 1 piercing damage at the beginning of their turn for each time the tlincalli uses this legendary action on the target. The bleeding creature or a creature within 5 feet of it can use an action to attempt a DC 15 Wisdom (Medicine) check to stop the bleeding. Alternatively, any source of magical healing stops the bleeding. TRANSMUTER Cantrip. The transmuter casts a cantrip. Flesh to Stone (Costs 2 Actions). The transmuter attempts to draw forbidden knowledge from bizarre dimensions. Roll a d10. On the roll of 10, the transmuter casts the flesh to stone spell on a target. Otherwise, the transmuter takes 5 (1d10) psychic damage. Siphon (Costs 3 Actions). The transmuter draws power from their stone to amplify transmutation spells. The next time a creature makes a saving throw against one of the transmuter’s spells of the school of transmutation, it has disadvantage on the roll. Roll a d4. On the roll of 1, the stone loses its power and only regains it after finishing a short or long rest. WOOD WOAD Earthly Rejuvenation. If the wood woad is standing on soil, it roots itself in place, becoming restrained until the end of its next turn. The wood woad regains 7 (1d8 + 3) hit points. Shield Throw. The wood woad throws its shield at a target within 30 feet of it that it can see. The wood woad makes an attack (+7 to hit). If the attack hits, the target takes 7 (1d6 + 4) bludgeoning damage and is knocked prone. The wood woad takes a –2 penalty to its AC until the beginning of its next turn, when it regrows its shield. The wood woad cannot use this legendary action if it does not have a shield available. Tree Stride. The wood woad uses its Tree Stride trait. YUAN-TI PIT MASTER Cantrip. The yuan-ti casts a cantrip. Ophidian Charms (Costs 2 Actions). The yuan-ti issues a new suggestion to a target of its suggestion spell within 30 feet of it that can hear the yuan-ti. Poisonous Nightmares (Costs 2 Actions). The yuanti targets any sleeping creatures affected by its Merrshaulk’s Slumber action that it can see within 60 feet. The targets are poisoned for 1 hour after awakening. 40 Bob Barker


CHALLENGE RATING 6 The monster 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 monster regains spent legendary actions at the start of its turn. ANNIS HAG Grapple. The hag makes a special attack (+8 to hit) and attempts to grapple a target (escape DC 15) Back Breaker (Costs 2 Actions). The hag switches a grappled target onto her back and bends it in the wrong direction. The target must succeed on a DC 10 Strength saving throw or takes 14 (4d6) bludgeoning damage and is paralyzed for 1 minute. The target can attempt a DC 10 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The grapple ends and the target falls prone. Gutwrench Powerbomb (Costs 2 Actions). The hag throws a grappled target onto the ground and jumps onto its body. The target must make a DC 14 Dexterity throw. It takes 49 (14d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The grapple ends and the target is prone. Tombstone (Costs 2 Actions). The hag turns a grappled target upside down and crashes its head into the ground. The target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) bludgeoning damage and is stunned until the end of its next turn. The grapple ends and the target falls prone. BODAK Deathly Burst. If the bodak’s Aura of Annihilation is active, it ends the effect, causing a surge of necrotic energy in a 30-foot sphere. Any living creature (including fiends) in the area must make a DC 13 Constitution saving throw or take 13 (4d8) necrotic damage. If the saving throw fails by 5 or more, the creature also takes a level of exhaustion. Using this effect deactivates the bodak’s Aura of Annihilation. Reaper of Souls (Costs 2 Actions). The bodak targets one dying creature it can see within 15 feet of it. The target immediately fails a death saving throw. Voice of the Prince (Costs 2 Actions). The bodak commands creatures within 30 feet of it that can hear the bodak to look upon it. The targets must make a DC 12 Wisdom saving throw or be forced to look at the bodak, coming under its Death Gaze trait. CONJURER Caltrops. The conjurer chooses three 5-foot-square areas within 30 of it that it can see, summoning caltrops into the areas. Any creature that enters the area must succeed on a DC 14 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. Cantrip. The conjurer casts a cantrip. Conjure Minion (Costs 1–3 Actions). The conjurer summons a minion from the Minions table that appears in an unoccupied space within 5 feet of it and acts immediately after the conjurer in the initiative order. A minion obeys any verbal commands that the conjurer issues (no action required). Minions defend themselves from hostile creatures without requiring a command. Minions Monster Cost Cranium rat (VGTM) 1 action Homunculus 1 action Giant weasel 2 actions Monodrone 2 actions Giant frog 3 actions Steam mephit 3 actions 41


GAUTH Deflate/Inflate (Costs 2 Actions). The gauth increases or decreases its size to Large or Small. In its Large form, its Bite attacks deals 22 (5d8) damage and its AC decreases to 12. In its small form, the gauth’s AC increases to 20 and creatures have advantage on saving throws against its Eye Rays. Gore. The gauth targets a stunned, paralyzed, or unconscious creature. It mangles the target which takes 9 (2d8) piercing damage and the gauth recovers 3 (1d6) hit points. Minor Ray Attack (Costs 2 Actions). Roll a d3. The gauth shoots the Eye Ray determined by the roll’s result. MOUTH OF GROLANTOR Blessed Heaving (Costs 2 Actions). The mouth of Grolantor retches up whatever is in its famished stomach in a holy display to Grolantor. The vomit spews forth in a line that is 20 feet long and 10 feet wide. Any hill giants in the area when the mouth of Grolantor vomits are under the effects of a bless spell for 1 minute. The vomit remains on the ground for 24 hours or until cleaned up. Creatures who enter the area or begin their turn there must make a DC 13 Dexterity saving throw or fall prone. First to the Table. The giant moves up to 30 feet toward a target. Overwhelming Madness (Costs 2 Actions). The giant uses its Mouth of Madness trait but does not move, instead performing the actions in the space it currently occupies. After taking this legendary action, the giant gains a level of exhaustion up to a maximum of 5 levels. WARLOCK OF THE GREAT OLD ONE Cantrip. The warlock casts a cantrip. Insanity Ball (Costs 3 Actions). A crooked beam billows from the warlock’s finger to a point within 150 feet of it and explodes into a cascade of screaming shadows. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Wisdom saving throw. A target takes 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. Into the Beyond (Costs 2 Actions). A creature within 15 feet of the warlock must succeed on a DC 15 Wisdom saving throw or is teleported to the Far Realm until the end of the target’s next turn. It takes 3 (1d6) psychic damage and reappears in the space it left or in the nearest unoccupied space if that space is occupied. 42 Where is my spawn Xan-13 off to again? Like herding cats, I tell you. Cats with deadly eye rays. Xan-13


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