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[Settings] 2018 Frog God Games

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Published by Sanguinetti, 2022-06-22 03:31:51

City of Brass

[Settings] 2018 Frog God Games

Drider-Goblin Sunlight Sensitivity. While in sunlight, the drider-goblin has
disadvantage on attack rolls, as well as on Wisdom
Medium monstrosity, chaotic evil (Perception) checks that rely on sight.
Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27) Web Walker. The drider-goblin ignores movement restrictions
Speed 30 ft., climb 30 ft. caused by webbing.

STR DEX CON INT WIS CHA ACTIONS

14 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 12 (+1) Multiattack. The drider-goblin makes one Bite attack and
one Mace attack.
Skills Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Languages Goblin, Undercommon Hit: 5 (1d6 + 2) piercing damage, plus 9 (2d8) poison
Challenge 4 (1,100 XP) damage.

Nimble Escape. The drider-goblin can take the Disengage or Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hide action as a bonus action on each of its turns. target. Hit: 5 (1d6 + 2) bludgeoning damage.

Spider Climb. The drider-goblin can climb difficult surfaces, Javelin. Melee or Ranged Weapon Attack: +5 to hi, reach 5
including upside down on ceilings, without needing to ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
make an ability check. damage, or 6 (1d8 + 2) piercing damage if used with two
hands to make a melee attack.
Sunlight Sensitivity. While in sunlight, the drider-goblin has
disadvantage on attack rolls, as well as on Wisdom Efreeti Alchemist
(Perception) checks that rely on sight.
Large elemental, lawful evil
Web Walker. The drider-goblin ignores movement restrictions Armor Class 17 (natural armor)
caused by webbing. Hit Points 184 (16d10 + 96)
Speed 40 ft., fly 60 ft.

ACTIONS STR DEX CON INT WIS CHA

Multiattack. The drider-goblin makes one Bite attack and 19 (+4) 12 (+1) 22 (+6) 20 (+5) 15 (+2) 16 (+3)
one Mace attack.
Saving Throws Int +10, Wis +7, Cha +8
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Skills Arcana +10
Hit: 5 (1d6 + 2) piercing damage, plus 9 (2d8) poison Damage Resistances poison
damage. Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one Languages Ignan, telepathy 120 ft.
target. Hit: 5 (1d6 + 2) bludgeoning damage. Challenge 13 (10,000 XP)

Javelin. Melee or Ranged Weapon Attack: +4 to hi, reach 5 Alchemical Bandolier. The efreeti may locate and extract
ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing one alchemical substance from its well-organized
damage, or 6 (1d8 + 2) piercing damage if used with two bandolier of bottles and vials as a free action on each of
hands to make a melee attack. its turns.

Drider-Goblin Spellcaster Alchemical Substances. The efreeti may imbibe or throw
an alchemical substance to create a spell-like effect as
Medium monstrosity, chaotic evil a Use an Object action. For this purpose, the efreeti is a
Armor Class 14 (natural armor) 10th level spellcaster. The efreeti’s spellcasting ability is
Hit Points 97 (13d8 + 39) Intelligence (spell save DC 18). Spell-like effects created
Speed 30 ft., climb 30 ft. by alchemical substances do not require concentration,
even if their corresponding spell does, and instead last
STR DEX CON INT WIS CHA for the maximum possible duration. These substances are
completely inert in the hands of anyone but the efreeti.
14 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 17 (+3)
The efreeti has the following substances prepared:
Skills Perception +4, Stealth +5 2/day each: spell potion2 of false life (as a fourth level
Senses darkvision 60 ft., passive Perception 14
Languages Goblin, Undercommon spell slot), potion of fire giant strength, potion of greater
Challenge 5 (1,800 XP) healing, potion of growth, potion of invisibility, potion of
speed
Nimble Escape. The drider-goblin can take the Disengage or 1/day each: dragon breath bomb (all targets in a 30-foot
Hide action as a bonus action on each of its turns. cone must make a DC 18 Dexterity check, taking 6d6 fire
damage on a failed save, or half as much damage on
Spellcasting. The drider-goblin spellcaster is a 4th-level a successful one), fire bomb (as fireball spell with an 80-
spellcaster. Its spellcasting ability is Charisma (spell save foot range), glue bomb (fills a 10-foot radius within 80 feet
DC 14, +6 to hit with spell attacks). It has the following with powerful adhesive for 1 minute, so that a creature
sorcerer spells prepared. in that area must succeed on a DC 18 Dexterity saving
Cantrips (at will): acid splash, chill touch, mending, throw or be restrained — at the beginning of each of the
prestidigitation, shocking grasp creature’s turns, it may attempt a DC 18 Strength saving
1st level (4 slots): detect magic, false life, magic missile throw, escaping the area and ceasing to be restrained
2nd level (3 slots): blindness/deafness, web on a success), spell potion2 of fire shield, spell potion2 of
3rd level (2 slots): dispel magic greater invisibility, potion of magic weapon (as magic
weapon spell), spell potion2 of regenerate, potion of
Spider Climb. The drider-goblin can climb difficult surfaces, superior healing
including upside down on ceilings, without needing to
make an ability check.

400

Elemental Demise. If the efreeti dies, its body disintegrates Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one
in a flash of fire and puff of smoke, leaving behind only target. Hit: 21 (6d6) fire damage.
equipment the efreeti was wearing or carrying.
BONUS ACTIONS
Innate Spellcasting. The efreeti’s innate spellcasting ability
is Charisma (spell save DC 16, +8 to hit with spell attacks). Second Wind (recharges after a short or long rest). The
It can innately cast the following spells, with no need for efreeti may regain 1d10 + 15 hit points.
material components:
At will: detect magic Efreeti Amir Al-umara
3/day each: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), Large elemental, lawful evil
gaseous form, invisibility, major image, plane shift, Armor Class 20 (natural armor)
wall of fire Hit Points 324 (24d10 + 192)
Speed 40 ft., fly 60 ft.
ACTIONS

Multiattack. The efreeti makes two Scimitar attacks or uses its STR DEX CON INT WIS CHA
Hurl Flame twice.
24 (+7) 14 (+2) 26 (+8) 18 (+4) 16 (+3) 20 (+5)
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire Saving Throws Int +10, Wis +9, Cha +11
damage. Skills Perception +9
Damage Immunities fire
Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., Senses darkvision 120 ft., passive Perception 19
one target. Hit: 17 (5d6) fire damage. Languages Ignan, telepathy 120 ft.
Challenge 20 (25,000 XP)
BONUS ACTIONS
Action Surge (recharges after a short or long rest). The
Two-fisted Drinking (recharge 5–6). If the efreeti has spent efreeti may make one additional action on its turn on top
an action to use an Alchemical Substance, it may use of its normal action (and possible bonus action).
another Alchemical Substance.
Duelist. The efreeti adds +2 to damage rolls while using a
Efreeti Amir single one-handed weapon (included below).

Large elemental, lawful evil Elemental Demise. If the efreeti dies, its body disintegrates
Armor Class 18 (natural armor) in a flash of fire and puff of smoke, leaving behind only
Hit Points 275 (22d10 + 154) equipment the efreeti was wearing or carrying.
Speed 40 ft., fly 60 ft.
Improved Critical. The efreeti’s weapon attacks score a
STR DEX CON INT WIS CHA critical hit on a roll of 18, 19, or 20.

24 (+7) 14 (+2) 24 (+7) 16 (+3) 15 (+2) 18 (+4) Indomitable (1/day). The efreeti may reroll an unsuccessful
saving throw. It must use the second roll.
Saving Throws Int +8, Wis +7, Cha +8
Damage Immunities fire Innate Spellcasting. The efreeti’s innate spellcasting ability is
Senses darkvision 120 ft., passive Perception 12 Charisma (spell save DC 19, +11 to hit with spell attacks).
Languages Ignan, telepathy 120 ft. It can innately cast the following spells, with no need for
Challenge 15 (13,000 XP) material components:
At will: detect magic
Action Surge (recharges after a short or long rest). The 3/day each: enlarge/reduce, tongues
efreeti may make one additional action on its turn on top 2/day each: conjure elemental (fire elemental only),
of its normal action (and possible bonus action). gaseous form, invisibility, major image, plane shift,
wall of fire
Elemental Demise. If the efreeti dies, its body disintegrates 2/day each: flame strike, greater invisibility
in a flash of fire and puff of smoke, leaving behind only
equipment the efreeti was wearing or carrying. Remarkable Athlete. The efreeti may add +2 to any
Strength, Dexterity, or Constitution check that doesn’t
Improved Critical. The efreeti’s weapon attacks score a already incorporate his proficiency bonus.
critical hit on a roll of 19 or 20.
ACTIONS
Innate Spellcasting. The efreeti’s innate spellcasting ability
is Charisma (spell save DC 17, +9 to hit with spell attacks). Multiattack. The efreeti makes four Scimitar attacks or uses its
It can innately cast the following spells, with no need for Hurl Flame four times.
material components:
At will: detect magic +3 Scimitar. Melee Weapon Attack: +16 to hit, reach 5 ft.,
3/day each: enlarge/reduce, tongues one target. Hit: 25 (3d8 + 12) slashing damage plus 7 (2d6)
2/day each: conjure elemental (fire elemental only), fire damage.
gaseous form, invisibility, major image, plane shift,
wall of fire Hurl Flame. Ranged Spell Attack: +11 to hit, range 120 ft.,
one target. Hit: 21 (6d6) fire damage.
1/day each: flame strike, greater invisibility
BONUS ACTIONS

ACTIONS Second Wind (recharges after a short or long rest). The
efreeti may regain 1d10 + 25 hit points.
Multiattack. The efreeti makes three Scimitar attacks or uses
its Hurl Flame three times.

+2 Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 19 (3d6 + 9) slashing damage plus 7 (2d6)
fire damage.

401

Efreeti Cleric Efreeti Loremaster

Large elemental, lawful evil Large elemental, lawful evil
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 184 (16d10 + 96) Hit Points 210g (20d10 + 100)
Speed 40 ft., fly 60 ft. Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

22 (+6) 12 (+1) 22 (+6) 16 (+3) 20 (+5) 16 (+3) 19 (+4) 12 (+1) 21 (+5) 22 (+6) 15 (+2) 16 (+3)

Saving Throws Int +8, Wis +10, Cha +8 Saving Throws Int +11, Wis +7, Cha +8
Skills Religion +10 Skills Arcana +16, History +16, Nature +11, Perception +7
Damage Immunities fire Damage Immunities fire
Senses darkvision 120 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 17
Languages Ignan, telepathy 120 ft. Languages Abyssal, Aquan, Auran, Common, Ignan,
Challenge 13 (10,000 XP)
Infernal, Terran, telepathy 120 ft.
Channel the Sultan: Directed Strike (2/day). The efreeti gains Challenge 15 (13,000 XP)
+10 on one attack roll.
Divination Renewal. When the efreeti casts a divination spell,
Channel the Sultan: Cooperative Strike (2/day). When a it regains an expended spell slot of a level lower than the
creature within 30 feet makes an attack roll, the efreeti spell it cast.
may use its reaction to grant that creature +10 to the roll.
Foresight. The efreeti rolls three d20s at the beginning of
Holy Strike. On each of its turns, when the efreeti hits a each day. It can use up to one of its foresight rolls to
creature with a weapon attack, it can cause the attack replace any attack roll, saving throw, or ability check
to deal an extra 1d8 damage of the same type normally made by it or any creature it can see within 50 feet of it.
dealt by the weapon. This ability can only be used once per turn.

Elemental Demise. If the efreeti dies, its body disintegrates Girded Sanity. The efreeti receives a +6 on any skill check
in a flash of fire and puff of smoke, leaving behind only or saving throw against illusions or becoming charmed,
equipment the efreeti was wearing or carrying. confused, frightened, or insane.

Innate Spellcasting. The efreeti’s innate spellcasting ability Innate Spellcasting. The efreeti’s innate spellcasting ability
is Charisma (spell save DC 16, +8 to hit with spell attacks). is Charisma (spell save DC 16, +8 to hit with spell attacks).
It can innately cast the following spells, with no need for It can innately cast the following spells, with no need for
material components: material components:
At will: detect magic At will: comprehend languages, detect magic,
3/day each: enlarge/reduce, tongues tongues
1/day each: conjure elemental (fire elemental only), 3/day: enlarge/reduce
gaseous form, invisibility, major image, plane shift, 2/day each: conjure elemental (greater fire elemental
wall of fire only), gaseous form, invisibility, major image, plane
shift, wall of fire
Spellcasting. The efreeti is a 10th level spellcaster. The 1/day: greater invisibility
efreeti’s spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). It has the following spells See Invisible. The efreeti can see invisible creatures and
prepared: objects within 10 feet.
Cantrips (at will): light, mending, sacred flame, spare
the dying, thaumaturgy Spellcasting. The efreeti is a 15th level spellcaster. The
1st level (4 slots): bane, bless, cure wounds, divine efreeti’s spellcasting ability is Intelligence (spell save DC
favor, healing word, shield of faith 19, +11 to hit with spell attacks). It has the following spells
2nd level (3 slots): aid, enhance ability, lesser prepared:
restoration, magic weapon, silence, spiritual weapon Cantrips (at will): dancing lights, light, mage hand,
3rd level (3 slots): bestow curse, crusader’s mantle, mending, minor illusion
dispel magic, glyph of warding, mass healing word, 1st level (4 slots): charm person, false life, identify,
spirit guardians magic missile, shield, unseen servant
4th level (3 slots): banishment, death ward, freedom of 2nd level (3 slots): arcanist’s magic aura, blur, detect
movement, stone shape, stoneskin thoughts, mirror image
5th level (2 slots): flame strike, greater restoration, hold 3rd level (3 slots): clairvoyance, fireball, sending, slow
monster, mass cure wounds 4th level (3 slots): arcane eye, locate creature,
stoneskin
ACTIONS 5th level (2 slots): contact other plane, legend lore,
scrying
Multiattack. The efreeti makes two Scimitar attacks or uses its 6th level (1 slot): globe of invulnerability
Hurl Flame twice. 7th level (1 slot): delayed blast fireball
8th level (1 slot): feeblemind
Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire ACTIONS
damage.
Multiattack. The efreeti makes two Scimitar attacks or uses its
Hurl Flame. Ranged Spell Attack: +8 to hit, range 120 ft., one Hurl Flame twice.
target. Hit: 17 (5d6) fire damage.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
BONUS ACTIONS target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire
damage.
Warrior Priest (5/day). The efreeti cleric makes one weapon
attack. Hurl Flame. Ranged Spell Attack: +11 to hit, range 120 ft.,
one target. Hit: 17 (5d6) fire damage.
402

Efreeti Malik single one-handed weapon (included below).
Elemental Demise. If the efreeti dies, its body disintegrates
Large elemental, lawful evil
Armor Class 18 (natural armor) in a flash of fire and puff of smoke, leaving behind only
Hit Points 250 (20d10 + 140) equipment the efreeti was wearing or carrying.
Speed 40 ft., fly 60 ft. Improved Critical. The efreeti’s weapon attacks score a
critical hit on a roll of 19 or 20.
STR DEX CON INT WIS CHA Innate Spellcasting. The efreeti’s innate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks).
23 (+6) 14 (+2) 24 (+7) 16 (+3) 15 (+2) 17 (+3) It can innately cast the following spells, with no need for
material components:
Saving Throws Int +8, Wis +7, Cha +8
Damage Immunities fire At will: detect magic
Senses darkvision 120 ft., passive Perception 12 3/day each: enlarge/reduce, tongues
Languages Ignan, telepathy 120 ft. 2/day each: conjure elemental (fire elemental only),
Challenge 13 (10,000 XP)
gaseous form, invisibility, major image, plane shift,
Action Surge (recharges after a short or long rest). The wall of fire
efreeti may make one additional action on its turn on top 1/day each: flame strike, greater invisibility
of its normal action (and possible bonus action). Remarkable Athlete. The efreeti may add +2 to any
Strength, Dexterity, or Constitution check that doesn’t
Elemental Demise. If the efreeti dies, its body disintegrates already incorporate its proficiency bonus.
in a flash of fire and puff of smoke, leaving behind only
equipment the efreeti was wearing or carrying. ACTIONS

Improved Critical. The efreeti’s weapon attacks score a Multiattack. The efreeti makes three Scimitar attacks or uses
critical hit on a roll of 19 or 20. its Hurl Flame three times.

Innate Spellcasting. The efreeti’s innate spellcasting ability +3 Scimitar. Melee Weapon Attack: +16 to hit, reach 5 ft.,
is Charisma (spell save DC 17, +9 to hit with spell attacks). one target. Hit: 25 (3d8 + 12) slashing damage plus 7 (2d6)
It can innately cast the following spells, with no need for fire damage.
material components:
At will: detect magic Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft.,
3/day each: enlarge/reduce, tongues one target. Hit: 21 (6d6) fire damage.
1/day each: conjure elemental (fire elemental only),
gaseous form, invisibility, major image, plane shift, BONUS ACTIONS
wall of fire
Second Wind (recharges after a short or long rest). The
ACTIONS efreeti may regain 1d10 + 25 hit points.

Multiattack. The efreeti makes three Scimitar attacks or uses Efreeti Sorcerer
its Hurl Flame three times.
Large elemental, lawful evil
+1 Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., Armor Class 17 (natural armor)
one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) Hit Points 184 (16d10 + 96)
fire damage. Speed 40 ft., fly 60 ft.

Hurl Flame. Ranged Spell Attack: +8 to hit, range 120 ft., one STR DEX CON INT WIS CHA
target. Hit: 17 (5d6) fire damage.
19 (+4) 12 (+1) 22 (+6) 16 (+3) 15 (+2) 20 (+5)

BONUS ACTIONS Saving Throws Int +8, Wis +7, Cha +10
Skills Arcana +8
Second Wind (recharges after a short or long rest). The Damage Immunities fire
efreeti may regain 1d10 + 15 hit points. Senses darkvision 120 ft., passive Perception 12
Languages Ignan, telepathy 120 ft.
Efreeti Sardar Challenge 13 (10,000 XP)

Large elemental, lawful evil Elemental Demise. If the efreeti dies, its body disintegrates
Armor Class 19 (natural armor) in a flash of fire and puff of smoke, leaving behind only
Hit Points 300 (24d10 + 168) equipment the efreeti was wearing or carrying.
Speed 40 ft., fly 60 ft.
Empowered Spells (3/day). When it rolls for spell damage,
STR DEX CON INT WIS CHA the efreeti may reroll up to five dice. It must use the new
roll.
24 (+7) 14 (+2) 24 (+7) 18 (+4) 16 (+3) 18 (+4)
Fire Affinity. When the efreeti casts a spell that deals
Saving Throws Int +10, Wis +9, Cha +10 fire damage, it may add its Charisma modifier to that
Damage Immunities fire damage (included in Hurl Flame below).
Senses darkvision 120 ft., passive Perception 13
Languages Ignan, telepathy 120 ft. Heightened Spells (2/day). When a spell cast by the efreeti
Challenge 18 (20,000 XP) forces a target to make a saving throw to resist its effects,
the efreeti may cause one target to have disadvantage
Action Surge (recharges after a short or long rest). The on its first saving throw made against the spell.
efreeti may make one additional action on its turn on top
of its normal action (and possible bonus action). Innate Spellcasting. The efreeti’s innate spellcasting ability is
Charisma (spell save DC 18, +10 to hit with spell attacks).
Duelist. The efreeti adds +2 to damage rolls while using a It can innately cast the following spells, with no need for
material components:
At will: detect magic

403

3/day each: enlarge/reduce, tongues damage on a successful one), fire bomb (as fireball
1/day each: conjure elemental (fire elemental only), spell cast using a 5th level spell slot, with an 80-foot
range), glue bomb (fills a 10-foot radius within 80 feet
gaseous form, invisibility, major image, plane shift, with powerful adhesive for 1 minute, so that a creature
wall of fire in that area must succeed on a DC 20 Dexterity saving
Quickened Spells (2/day). When it casts a spell that has throw or be restrained — at the beginning of each of the
a casting time of 1 action, the efreeti can change the creature’s turns, it may attempt a DC 20 Strength saving
casting time to 1 bonus action for this casting. throw, escaping the area and ceasing to be restrained
Spellcasting. The efreeti is a 10th level spellcaster. The on a success), spell potion2 of false life (as a fourth level
efreeti’s spellcasting ability is Charisma (spell save DC spell slot), spell potion2 of fire shield, potion of growth,
18, +10 to hit with spell attacks). It has the following spells potion of invisibility, potion of magic weapon (as magic
prepared: weapon spell but granting a +2 bonus to attack and
Cantrips (at will): blade ward, dancing lights, light, damage rolls), potion of speed, potion of storm giant
mage hand, minor illusion strength, potion of superior healing
1st level (4 slots): charm person, magic missile, shield 1 each/day: gravity bomb (as reverse gravity spell), spell
2nd level (3 slots): enlarge/reduce, invisibility, mirror potion2 of greater invisibility, potion of invulnerability, spell
image potion2 of regenerate, potion of supreme healing
3rd level (3 slots): fireball, haste, stinking cloud Elemental Demise. If Al-Jabeer dies, his body disintegrates
4th level (3 slots): greater invisibility, wall of fire in a flash of fire and puff of smoke, leaving behind only
5th level (2 slots): animate objects, cloudkill equipment he was wearing or carrying.
Innate Spellcasting. Al-Jabeer’s innate spellcasting ability is
ACTIONS Charisma (spell save DC 18, +10 to hit with spell attacks).
He can innately cast the following spells, with no need for
Multiattack. The efreeti makes two Scimitar attacks or uses its material components:
Hurl Flame twice.
At will: detect magic
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one 3/day each: enlarge/reduce, tongues
target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire 2/day each: conjure elemental (fire elemental only),
damage.
gaseous form, invisibility, major image, plane shift,
Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., wall of fire
one target. Hit: 22 (5d6 + 5) fire damage. 1/day each: flame strike, greater invisibility
Iron Flask. Al-Jabeer possesses an empty alchemical
Efreet — Individuals container which behaves as a standard magical iron flask,
except that it does not grant Al-Jabeer any control over
Al-Jabeer creatures released from the flask or affect those creatures’
disposition in any way.
Large elemental, lawful evil
Armor Class 17 (natural armor) ACTIONS
Hit Points 250 (20d10 + 140)
Speed 40 ft., fly 60 ft. Multiattack. Al-Jabeer makes two Scimitar attacks or uses his
Hurl Flame twice.
STR DEX CON INT WIS CHA
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
20 (+5) 12 (+1) 24 (+7) 23 (+6) 15 (+2) 18 (+4) target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire
damage.
Saving Throws Int +12, Wis +8, Cha +10
Skills Arcana +12 Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one
Damage Resistances poison target. Hit: 17 (5d6) fire damage.
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12 BONUS ACTIONS
Languages Ignan, telepathy 120 ft.
Challenge 17 (18,000 XP) Two-fisted Drinking (recharge 4–6). If Al-Jabeer has spent
an action to use an Alchemical Substance, he may use
Alchemical Bandolier. Al-Jabeer may locate and extract another Alchemical Substance.
one alchemical substance from its well-organized
bandolier of bottles and vials as a free action on each of Baatina the Ghost
its turns.
Large elemental, lawful evil
Alchemical Substances. Al-Jabeer may imbibe or throw Armor Class 13 (natural armor)
an alchemical substance to create a spell-like effect as Hit Points 158 (20d10 + 48)
a Use an Object action. For this purpose, the Al-Jabeer Speed 0 ft., fly 60 ft.
is a 20th level spellcaster. Al-Jabeer’s spellcasting
ability is Intelligence (spell save DC 20). Spell-like effects STR DEX CON INT WIS CHA
created by alchemical substances do not require 9 (–1)
concentration, even if their corresponding spell does, 16 (+3) 16 (+3) 22 (+6) 15 (+2) 18 (+4)
and instead last for the maximum possible duration.
These substances are completely inert in the hands of Saving Throws Int +10, Wis +7, Cha +9
anyone but Al-Jabeer. Skills Arcana +11, History +11, Religion +11
Damage Resistances acid, lightning, thunder; bludgeoning,
Al-Jabeer has the following substances prepared:
2 each/day: confusion bomb (as confusion spell using a piercing, and slashing from nonmagical attacks
Damage Immunities cold, fire, necrotic, poison
6th level spell slot), dragon breath bomb (all targets in Condition Immunities charmed, exhaustion, frightened,
a 40-foot cone must make a DC 20 Dexterity check,
taking 8d6 fire damage on a failed save, or half as much grappled, paralyzed, petrified, poisoned, prone,
restrained
404

Senses darkvision 120 ft., passive Perception 12 Damage Resistances poison
Languages Common, Ignan, telepathy 120 ft. Damage Immunities fire
Challenge 10 (5,900 XP) Senses darkvision 120 ft., passive Perception 22
Languages Ignan, telepathy 120 ft.
Ethereal Sight. Baatina can see 60 feet into the Ethereal Challenge 15 (13,000 XP)
Plane when she is on the Prime Material (or in the City of
Brass), and vice versa. Elemental Demise. If Faakhira dies, her body disintegrates
in a flash of fire and puff of smoke, leaving behind only
Incorporeal Movement. Baatina can move through other equipment she was wearing or carrying.
creatures and objects as if they were difficult terrain. She
takes 5 (1d10) force damage if she ends her turn inside an Innate Spellcasting. Faakhira’s innate spellcasting ability is
object. Charisma (spell save DC 20, +12 to hit with spell attacks).
She can innately cast the following spells, with no need for
Innate Spellcasting. Baatina’s innate spellcasting ability is material components:
Charisma (spell save DC 17, +9 to hit with spell attacks). At will: detect magic
She can innately cast the following spells, with no need for 3/day each: enlarge/reduce, tongues
material components: 2/day each: conjure elemental (fire elemental only),
At will: detect magic gaseous form, invisibility, major image, plane shift,
3/day each: enlarge/reduce, tongues wall of fire
1/day each: conjure elemental (fire elemental only), 1/day each: flame strike, greater invisibility
invisibility, major image, plane shift, wall of fire
Spellcasting. Faakhira is a 16th level spellcaster. Her
ACTIONS spellcasting ability is Charisma (spell save DC 20, +12 to hit
with spell attacks). She has the following spells prepared:
Multiattack. Baatina makes two Withering Touch attacks or Cantrips (at will): blade ward, dancing lights, mage
uses her Ghostly Flame twice. hand, minor illusion
1st level (4 slots): charm person, cure wounds, hideous
Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 laughter, thunderwave
ft., one target. Hit: 21 (5d6 + 4) necrotic damage. 2nd level (3 slots): blindness/deafness, blur, silence,
suggestion
Ghostly Flame. Ranged Spell Attack: +8 to hit, range 120 ft., 3rd level (3 slots): dispel magic, fear, hypnotic pattern
one target. Hit: 21 (5d6 + 4) necrotic damage. 4th level (3 slots): confusion, freedom of movement,
polymorph
Etherealness. Baatina enters the Ethereal Plane from the 5th level (2 slots): animate objects, dominate person,
Material Plane (or City of Brass), or vice versa. She is visible modify memory
on the Material (or in the City of Brass) while she is in the 6th level (1 slot): irresistible dance
Border Ethereal, and vice versa, yet she can’t affect or be 7th level (1 slot): fire storm, teleport
affected by anything on the other plane. 8th level (1 slot): feeblemind

Horrifying Visage. Each non-undead creature within 60 ACTIONS
feet of Baatina that can see her must succeed on a DC
16 Wisdom saving throw or be frightened for 1 minute. If Multiattack. Faakhira makes two Scimitar attacks or uses her
the save fails by 5 or more, the target also ages 1d4 x 10 Hurl Flame twice.
years. A frightened target can repeat the saving throw
at the end of each of its turns, ending the frightegned Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one
condition on itself on a success. If a target’s saving throw is target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire
successful or the effect ends for it, the target is immune to damage.
Baatina’s Horrifying Visage for the next 24 hours. The aging
effect can be reversed with a greater restoration spell, but Hurl Flame. Ranged Spell Attack: +12 to hit, range 120 ft.,
only within 24 hours of it occurring. one target. Hit: 17 (5d6) fire damage.

Possession (recharge 5–6). One humanoid that Baatina Countercharm. Faakhira uses words of power to disrupt
can see within 5 feet of her must succeed on a DC 17 mind-influencing effects. She begins a performance that
Charisma saving throw or be possessed by Baatina; lasts until the end of her next turn. During that time, she
Baatina then disappears, and the target is incapacitated and any friendly creatures within 30 feet of her have
and loses control of its body. Baatina now controls the advantage on saving throws against being frightened or
gbody but doesn’t deprive the target of awareness. charmed. Creatures must be able to hear her to gain this
Baatina can’t be targeted by any attack, spell, or other benefit.
effect, except ones that turn undead, and she retains her
alignment, Intelligence, Wisdom, Charisma, and immunity BONUS ACTIONS
to being charmed and frightened. She otherwise uses the
possessed target’s statistics but doesn’t gain access to the Cutting Words (recharge 4–6). Faakhira uses her wit to
target’s knowledge, class features, or proficiencies. distract, confuse, and otherwise sap the confidence and
competence of others. When a creatures she can see
Faakhira within 60 feet of her makes an attack roll, an ability check,
or a damage roll, Faakhira can roll a d12, subtracting the
Large elemental, lawful neutral number rolled from the creature’s roll. The target must be
Armor Class 17 (natural armor) able to hear and understand Faakhira.
Hit Points 230 (20d10 + 120)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA

20 (+5) 16 (+3) 22 (+6) 16 (+3) 15 (+2) 22 (+6)

Saving Throws Int +8, Wis +7, Cha +11
Skills Acrobatics +13, History +8, Intimidation +16, Nature +8,

Perception +12, Performance +16

405

The Great Sultan spell that deals fire damage, the target’s fire resistance is
ignored by the Great Sultan’s fire damage. If the target
Huge elemental, lawful evil has immunity to fire damage, it instead has resistance to
Armor Class 19 (natural armor) the Great Sultan’s fire damage.
Hit Points 580 (40d12 + 320) Magic Resistance. The Great Sultan has advantage on
Speed 40 ft., fly 60 ft. saving throws against spells and other magical effects.
Spellcasting. The Great Sultan is a 20th-level spellcaster. His
STR DEX CON INT WIS CHA spellcasting ability is Intelligence (spell save DC 23, +15 to
hit with spell attacks). The Great Sultan has the following
28 (+9) 16 (+3) 26 (+8) 22 (+6) 15 (+2) 18 (+4) wizard spells prepared:

Saving Throws Con +17, Int +15, Wis +11, Cha +13 Cantrips (at will): fire bolt, friends, mage hand,
Skills Arcana +15, History +15, Insight +11, Perception +11, prestidigitation, true strike

Persuasion +13 1st level (4 slots): burning hands, charm person,
Damage Immunities acid, fire, poison; bludgeoning, protection from evil and good, shield, thunderwave

piercing, and slashing from nonmagical attacks 2nd level (3 slots): arcane lock, hold person,
Condition Immunities charmed, exhaustion, frightened, suggestion, web

paralyzed, poisoned 3rd level (3 slots): counterspell, dispel magic, fireball
Senses darkvision 120 ft., passive Perception 21 4th level (3 slots): banishment, confusion, wall of fire
Languages Common, Primordial, telepathy 120 ft. 5th level (3 slots): dominate person, geas, hold monster
Challenge 29 (135,000 XP) 6th level (2 slots): chain lightning, mass suggestions
7th level (2 slots): delayed blast fireball, forcecage
Elemental Demise. If the Great Sultan dies, his body 8th level (1 slot): dominate monster, incendiary cloud
disintegrates in a flash of fire and puff of smoke, leaving 9th level (1 slot): imprisonment, prismatic wall
behind only equipment he is wearing or carrying. Wish Granting. At his discretion, Sulymon may grant the wish
of another creature (as the wish spell). This is an innate
Innate Spellcasting. The Great Sultan’s innate spellcasting power and does not use any spell slots. He may only grant
ability is Charisma (spell save DC 21, +13 to hit with three wishes per creature.
spell attacks). He can innately cast the following spells,
requiring no material components: ACTIONS
At will: detect magic
3/day each: enlarge/reduce, tongues Multiattack. The Great Sultan makes four Brazen Scimitar
1/day each: conjure elemental (fire elemental only), attacks. He can use his Hurl Flame in place of any Brazen
gaseous form, invisibility, major image, plane shift, Scimitar attack.
wall of fire
Brazen Scimitar. Melee Weapon Attack: +21 to hit, reach 10
Legendary Resistance (3/day). If the Great Sultan fails a ft., one target. Hit: 22 (3d6 + 12) slashing damage plus 14
saving throw, he can choose to succeed instead. (4d6) fire damage.

Living Flame. A creature that touches the Great Sultan or Hurl Flame. Ranged Spell Attack: +13 to hit, range 120 ft.,
hits him with a melee attack while within 5 feet of him one target. Hit: 35 (10d6) fire damage.
takes 11 (2d10) fire damage. The creature must succeed
on a DC 21 Dexterity saving throw or catch fire; until Fire Tornado (recharge 6). The Great Sultan transforms into
someone takes an action to douse the fire, the creature a roaring, fiery tornado and moves up to his speed in a
takes 5 (1d10) fire damage at the start of each of its turns. straight line. Each creature in the path where the Great
Sultan moves must make a DC 21 Dexterity saving throw.
Lord of Fire. The Great Sultan’s weapon attacks are magical. On a failure, a creature takes 98 (28d6) fire damage and
When the Great Sultan hits a creature with an attack or is carried with the Great Sultan to the end of his path.
On a success, a creature takes half the damage and
The Sultan of the Efreet isn’t carried. When the Great Sultan reaches the end of
his path, each creature he carries must make a DC 21
The Great Sultan of the Efreet, the Burning One, the Charcoal Dexterity saving throw. On a failure, a creature is thrown
Lord, the Brazen Commander, Lord of the Fire Kingdoms. up to 10 feet away from the Great Sultan and knocked
prone. On a success, a creature is deposited in a space
The Sultan’s true name is Nomylus, Ibn al Kabith, Ibn al Nar, within 5 feet of the Great Sultan, but isn’t knocked prone.
Ibn al Shaitan, Ibn al Fajarah, Ibn al Munkar, Ibn al Maakir, Ibn When the Great Sultan reaches the end of his path, he
al Dajjal. returns back to his true form.

The Sultan’s full title is Grand Sultan of the Efreet, His LEGENDARY ACTIONS
All-Renowned Grandmaster of Elemental Fire, All-Seeing
All-Knowing Caliph of the City of Brass, Arch-Regent of the The Great Sultan can take 3 legendary actions, choosing
Throne of Brass, Genius of Geniuses, Shah of Molten Skies, from the options below. Only one legendary action
Pillar of the Faith, Khan of the Fire Sea, Destroyer of Worlds, can be used at a time and only at the end of another
Defiler of Nations, Pillager of Planes, Subduer of Azer, Binder creature’s turn. The Great Sultan regains spent legendary
of Demons, Vanquisher of Salamander, Administrator of actions at the start of its turn.
Pain, Author of Suffering, Creator of Anguish, Distributor of
Wealth, Acquirer of Wisdom, Punisher of Infidels, Purveyor of Cantrip. The Great Sultan casts a cantrip.
Justice, Bringer of Law, Keeper of Seals, Patriarch of Culture, Move. The Great Sultan moves up to his speed without
and Majarajah of Space and Time, the Granter of Wishes and
Revealer of Secrets. provoking opportunity attacks.
Scimitar. The Great Sultan makes one Brazen Scimitar2
If present, the Sultan is seated on the Throne of Brass and
gains all of its bonuses while seated on or standing close to the attack.
throne, as detailed in its description. Heat of the Molten Skies (costs 2 actions). The Great Sultan’s

406 body temperature rises, sending waves of heat outward.
Each creature within 20 feet of the Great Sultan must
succeed on a DC 21 Constitution saving throw or be

incapacitated by the heat until the end of its next turn. 6th level (2 slots): chain lightning, globe of
Cast a Spell (costs 3 actions). The Great Sultan casts a spell invulnerability

from his list of prepared spells, using a spell slot as normal. 7th level (2 slots): firestorm, spell siphon4
8th level (1 slot): incendiary cloud
Rahib al Tarbish Zafir 9th level (1 slot): time stop, wish
Tower Defenses. Rahib al Tarbish Zafir uses the magic of the
Large elemental, lawful evil Tower of the Grand Vizier to cast animate objects, black
Armor Class 21 (natural armor, bracers of defense, ring of tentacles, conjure elemental (greater fire elemental only),
or insect plague. Instead of their normal range, each of
protection) these spells may be centered anywhere within the Tower
Hit Points 400 (32d10 + 224) of the Grand Vizier.
Speed 40 ft., fly 60 ft. Wish Granting. At his discretion, or if forced, Rahib al Tarbish
Zafir may grant the wish of another creature (as the wish
STR DEX CON INT WIS CHA spell). This is an innate power and does not use any spell
slots. Rahib al Tarbish Zafir retains his fundamental nature
24 (+7) 14 (+2) 24 (+7) 20 (+5) 16 (+3) 25 (+7) and would find a way to subvert any wish that went
against his agenda. He may only grant three wishes per
Saving Throws Int +13, Wis +11, Cha +15 creature.
Skills Arcana +13, History +13, Nature +13, Perception +11,
ACTIONS
Persuasion +15
Damage Resistances bludgeoning, piercing, and slashing Multiattack. Rahib al Tarbish Zafir makes two Munir Seif al
Shihab attacks or uses his Hurl Flame twice.
from nonmagical attacks
Damage Immunities fire Munir Seif al Shihab. Melee Weapon Attack: +18 to hit,
Senses truesight 120 ft., passive Perception 21 reach 10 ft., one target. Hit: 26 (3d10 + 10) slashing
Languages Common, Ignan, telepathy 120 ft. damage plus 17 (5d6) fire damage plus 10 (3d6) radiant
Challenge 26 (90,000 XP), 27 in lair (105,000 XP) damage.

Dual Concentration. Rahib al Tarbish Zafir may maintain Hurl Flame. Ranged Spell Attack: +13 to hit, range 120 ft.,
two spells simultaneously, each of which requires one target. Hit: 35 (8d6 + 7) fire damage.
concentration.
LEGENDARY ACTIONS
Elemental Demise. If Rahib al Tarbish Zafir dies, his body
disintegrates in a flash of fire and puff of smoke, leaving Rahib al Tarbish Zafir can take 3 legendary actions, choosing
behind only equipment he was wearing or carrying. from the options below. Only one legendary action
can be used at a time and only at the end of another
Empowered Spells (5/day). When he rolls for spell damage, creature’s turn. Rahib al Tarbish Zafir regains spent
Rahib al Tarbish Zafir may reroll up to seven dice. legendary actions at the start of his turn.

Fire Affinity. When Rahib al Tarbish Zafir casts a spell that Dimension Door. Rahib al Tarbish Zafir uses his innate
deals fire damage, he may add his Charisma modifier to spellcasting ability to cast dimension door.
that damage (included in Hurl Flame below).
Hurl Flame. Rahib al Tarbish Zafir makes one Hurl Flame
Heightened Spells (3/day). When a spell cast by the efreeti attack.
forces a target to make a saving throw to resist its effects,
the efreeti may cause one target to have disadvantage Scimitar. Rahib al Tarbish Zafir makes one Scimitar attack.
on its first saving throw made against the spell. Staff of Conjuration. Rahib al Tarbish Zafir uses one of the

Innate Spellcasting. Rahib al Tarbish Zafir’s innate powers of his staff of conjuration2.
spellcasting ability is Charisma (spell save DC 21, +13 to Summon Efreet (recharge 5–6). Rahib al Tarbish Zafir causes
hit with spell attacks). He can innately cast the following
spells, with no need for material components: 1d6 efreet, 1d4 efreeti maliks, 1d2 efreeti amirs, or 1 efreeti
At will: detect magic, dimension door, enlarge/ amir al-umara to appear in an unoccupied space within
reduce, invisibility, tongues 100 feet of him. Summoned creatures obey Rahib al
4/day each: conjure elemental (greater fire elemental Tarbish Zafir’s commands and act on their own initiative.
only), gaseous form, major image, plane shift, wall of
fire Sinsurab
3/day each: flame strike, greater invisibility
Large elemental, lawful evil
Munir Seif al Shihab. Rahib al Tarbish Zafir wields an oversized Armor Class 20 (+1 brass chain shirt)
magical +3 scimitar named Munir Seif al Shihab. Attacks Hit Points 300 (24d10 + 168)
rolls made with this weapon score a critical hit on a roll Speed 40 ft., fly 60 ft.
of 18, 19, or 20. Only an efreeti may wield Munir Seif al
Shihab. STR DEX CON INT WIS CHA

Quickened Spells (4/day). When he casts a spell that has a 24 (+7) 14 (+2) 24 (+7) 18 (+4) 16 (+3) 18 (+4)
casting time of 1 action, Rahib al Tarbish Zafir can change
the casting time to 1 bonus action for this casting. Saving Throws Int +10, Wis +9, Cha +10
Damage Immunities fire
Spellcasting. Rahib al Tarbish Zafir is a 20th level spellcaster. Senses darkvision 120 ft., passive Perception 13
His spellcasting ability is Charisma (spell save DC 21, +13 to Languages Ignan, telepathy 120 ft.
hit with spell attacks). He has the following spells prepared: Challenge 18 (20,000 XP)
Cantrips (at will): blade ward, dancing lights, light,
mage hand, minor illusion Action Surge (recharges after a short or long rest). Sinsurab
1st level (4 slots): charm person, magic missile, shield may make one additional action on his turn on top of his
2nd level (3 slots): blur, hold person, mirror image normal action (and possible bonus action).
3rd level (3 slots): fireball, haste, stinking cloud
4th level (3 slots): black tentacles, greater invisibility, Duelist. Sinsurab adds +2 to damage rolls while using a single
wall of fire
5th level (3 slots): animate objects, cloudkill, insect 407
plague

one-handed weapon (included below). move to a space within 30 feet of him. It also can’t take
Elemental Demise. If Sinsurab dies, his body disintegrates reactions. For its action, it can use only the Dash action or
try to escape from an effect that prevents it from moving.
in a flash of fire and puff of smoke, leaving behind only If there’s nowhere to move, the creature can use the
equipment he was wearing or carrying. Dodge action.
Improved Critical. Sinsurab’s weapon attacks score a critical Divine Intervention (1/day). Sulymon calls upon Anumon for
hit on a roll of 19 or 20. assistance. The DM decides the nature of the assistance
Indomitable (1/day). Sinsurab may reroll an unsuccessful provided.
saving throw. He must use the second roll. Dual Concentration. Sulymon may maintain two spells
Innate Spellcasting. Sinsurab’s innate spellcasting ability is simultaneously, each of which requires concentration.
Charisma (spell save DC 18, +10 to hit with spell attacks). Elemental Demise. If Sulymon dies, his body disintegrates in
He can innately cast the following spells, with no need for a puff of blue smoke, leaving behind only equipment he is
material components: wearing or carrying.
Expert Transmutation. When he uses a transmutation spell,
At will: detect magic Sulymon can create or affect twice as much material. For
3/day each: enlarge/reduce, tongues spells that affect a single creature, the duration is doubled
2/day each: conjure elemental (fire elemental only), instead.
Legendary Resistance (3/day). If Sulymon fails a saving
gaseous form, invisibility, major image, plane shift, throw, he can choose to succeed instead.
wall of fire Longevity. Sulymon is immune to magical aging effects.
1/day each: flame strike, greater invisibility Magic Resistance. Sulymon has advantage on saving throws
Remarkable Athlete. Sinsurab may add +2 to any Strength, against spells and other magical effects.
Dexterity, or Constitution check that doesn’t already Spellcasting. Sulymon is a 20th level spellcaster. His
incorporate his proficiency bonus. spellcasting ability is Wisdom (spell save DC 23, +15 to hit
Special Equipment. Sinsurab has three potions of supreme with spell attacks). He has the following spells prepared:
healing, a horn of alarm2, and a rod of alertness.
Cantrips (at will): light, mending, sacred flame, spare
ACTIONS the dying, thaumaturgy

Multiattack. Sinsurab makes three Scimitar attacks or uses his 1st level (4 slots): bless, cure wounds, false life, fog
Hurl Flame three times. cloud, healing word, sanctuary

+2 Scimitar. Melee Weapon Attack: +15 to hit, reach 5 ft., 2nd level (3 slots): alter self, enhance ability, enlarge/
one target. Hit: 24 (3d8 + 11) slashing damage plus 7 (2d6) reduce, lesser restoration, silence, spiritual weapon
fire damage.
3rd level (3 slots): bestow curse, blink, dispel magic,
Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., mass healing word, meld into stone, spirit guardians,
one target. Hit: 21 (6d6) fire damage. water walk

BONUS ACTIONS 4th level (3 slots): banishment, death ward, freedom of
movement, polymorph, stone shape
Second Wind (recharges after a short or long rest). Sinsurab
may regain 1d10 + 25 hit points. 5th level (3 slots): flame strike, greater restoration, mass
cure wounds, passwall, raise dead, wall of stone
Sulymon
6th level (2 slots): blade barrier, heal, planar ally
Huge elemental, lawful good (Sulymon knows the name of celestials in the service
Armor Class 20 (natural armor) of Anumon)
Hit Points 375 (30d12 + 180)
Speed 40 ft., fly 60 ft. 7th level (2 slots): fire storm, regenerate
8th level (1 slots): earthquake
STR DEX CON INT WIS CHA 9th level (1 slots): gate (Sulymon knows the true name

30(+10) 17 (+3) 22 (+6) 24 (+7) 22 (+6) 20 (+5) of a solar in service of Anumon)
Wish Granting. At his discretion, Sulymon may grant the wish
Saving Throws Wis +14, Cha +13
Skills Arcana +15, History + 14, Insight +15, Perception +14, of another creature (as the wish spell). This is an innate
power and does not use any spell slots. He may only grant
Persuasion +13, Religion +23 three wishes per creature.
Damage Immunities acid, fire, poison; bludgeoning,
ACTIONS
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Multiattack. Sulymon makes two Staff of the Prophet attacks.
Staff of the Prophet. Melee Weapon Attack: +21 to hit, reach
paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 24 5 ft., one target. Hit: 17 (2d6 + 13) bludgeoning damage
Languages Aquan, Auran, Common, Ignan, Terran, plus 17 (5d6) force damage.
Tornado (recharge 6). Sulymon transforms into a roaring
telepathy 120 ft. tornado and moves up to his speed in a straight line. Each
Challenge 28 (120,000 XP) creature in the path where Sulymon moves must make
a DC 21 Dexterity saving throw. On a failure, a creature
Channel Divinity: Turn Undead (3/day). Sulymon uses an takes 98 (28d6) force damage and is carried with Sulymon
action to present his holy symbol and speak a prayer to the end of his path. On a success, a creature takes half
censuring the undead. Each undead that can see or hear the damage and isn’t carried. When Sulymon reaches
him within 30 feet of him must make a Wisdom saving the end of his path, each creature he carries must make
throw. If the creature fails its saving throw, if it is Challenge a DC 21 Dexterity saving throw. On a failure, a creature
2 or less it is destroyed instantly, otherwise it is turned for 1 is thrown up to 10 feet away from Sulymon and knocked
minute or until it takes any damage. prone. On a success, a creature is deposited in a space
within 5 feet of Sulymon, but isn’t knocked prone. When
A turned creature must spend its turns trying to move as Sulymon reaches the end of his path, he returns back to
far away from Sulymon as it can, and it can’t willingly his true form.

408

BONUS ACTIONS Counterstrike. When a creature misses the Wahid with a
melee attack, he may use his reaction to make a melee
Echoes of Creation. Sulymon makes a verbal attack against weapon attack against that creature. If he hits, he rolls
a single creature within 50 feet of him using his spell attack 1d8 and adds the result to his damage roll.
modifier. If the attack succeeds, the creature takes 2d8
force damage and must succeed on a DC 23 Strength Disarming Strike. When the Wahid hits a creature with
saving throw or be pushed 5 feet. a weapon attack, he rolls 1d8 and adds the result to
his damage roll. The target must succeed on a DC 20
LEGENDARY ACTIONS Strength saving throw, or it drops an object of the Wahid’s
choice that it was holding.
Sulymon can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used False Strike. The Wahid uses his bonus action to feint at one
at a time and only at the end of another creature’s turn. creature within 5 feet of him. He then has advantage on
Sulymon regains spent legendary actions at the start of his his next attack roll against that creature. If the attack hits,
turn. he rolls 1d8 and adds the result to his damage roll.

Staff of the Prophet. Sulymon makes one Staff of the Prophet Terrorizing Strike. When the Wahid hits a creature with
attack or invokes one of the abilities of his staff of the a weapon attack, he rolls 1d8 and adds the result to
prophet2. his damage roll. The target must succeed on a DC 20
Wisdom saving throw or be frightened until the end of the
Unmaking (2 Actions). Sulymon casts disintegrate (as an Wahid’s next turn.
8th level slot) with a range of 120 feet and no need for
material components. This does not use one of his spell Tripping Strike. When the Wahid hits a creature with a weapon
slots. attack, he rolls 1d8 and adds the result to his damage roll. If
the creature is Huge or smaller, it must succeed on a DC 20
Echoes of Creation. Sulymon makes an Echoes of Creation Strength saving throw or be knocked prone.
attack.
Sneak Attack. Once per turn, the Wahid can deal an extra
The Wahid 4d6 damage to one creature he hits with a Dagger attack
if he has advantage on the attack roll. He doesn’t need
Large elemental, lawful evil advantage on the attack roll if another enemy of the target
Armor Class 19 (natural armor) is within 5 feet of it and that enemy isn’t incapacitated.
Hit Points 300 (24d10 + 168)
Speed 40 ft., fly 60 ft. Thieves’ Tools. The Wahid adds his proficiency bonus to any
ability checks he makes to disarm traps or open locks.
STR DEX CON INT WIS CHA
Uncanny Dodge. When an attacker the Wahid can see hits
23 (+6) 19 (+4) 24 (+7) 18 (+4) 16 (+3) 17 (+3) him with an attack, he can use his reaction to halve the
attack’s damage against him.
Saving Throws Dex +10, Int +10, Wis +9, Cha +9
Skills Acrobatics +15, Deception +9, Perception +9, Sleight of ACTIONS

Hand +15, Stealth +15 Multiattack. The Wahid makes two Scimitar and two Dagger
Damage Immunities fire attacks or uses its Hurl Flame three times.
Senses darkvision 120 ft., passive Perception 19
Languages Common, Ignan, Thieves’ Cant, telepathy 120 ft. +1 Scimitar. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Challenge 18 (20,000 XP) one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6)
fire damage.
Action Surge (recharges after a short or long rest). The
Wahid may make one additional action on his turn on top +2 Dagger. Melee Weapon Attack: +14 to hit, reach 5 ft.,
of his normal action (and possible bonus action). one target. Hit: 13 (2d4 + 8) slashing damage plus 7 (2d6)
fire damage.
Cunning Action. The Wahid can take a bonus action on
each of his turns in combat. This action can be used Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one
only to disarm a trap or open a lock, or to take the Dash, target. Hit: 17 (5d6) fire damage.
Dexterity (Sleight of Hand), Disengage, Hide, or Use an
Object action. BONUS ACTIONS

Elemental Demise. If the Wahid dies, his body disintegrates Amulet of Shapechange (1/day). The Wahid uses his amulet
in a flash of fire and puff of smoke, leaving behind only of shapechange2.
equipment he was wearing or carrying.
Second Wind (recharges after a short or long rest). The
Evasion. The Wahid can nimbly dodge out of the way of Wahid may regain 1d10 + 20 hit points.
certain area effects. When he is subjected to an effect that
allows him to make a Dexterity saving throw to only take Elementals
half damage, he instead takes no damage if he succeeds
on the saving throw, and only half damage if he fails. Acid Elemental

Innate Spellcasting. The Wahid’s innate spellcasting ability Medium elemental, neutral
is Charisma (spell save DC 17, +9 to hit with spell attacks). Armor Class 13
He can innately cast the following spells, with no need for Hit Points 68 (8d8 + 32)
material components: Speed 20 ft., swim 80 ft.
At will: detect magic
3/day each: enlarge/reduce, tongues STR DEX CON INT WIS CHA
1/day each: conjure elemental (fire elemental only), 21 (+5) 16 (+3) 19 (+4) 6 (–2) 11 (+0) 11 (+0)
gaseous form, invisibility, major image, plane shift,
wall of fire Skills Stealth +6
Damage Resistances bludgeoning, piercing, and slashing
Maneuvers (5/day). The Wahid may use any one of the
following maneuvers, once per turn: from nonmagical weapons

409

Damage Immunities acid, poison a target takes 27 (4d10 + 5) bludgeoning damage and is flung
Condition Immunities exhaustion, grappled, paralyzed, up to 40 feet away from the elemental in a random direction
and knocked prone. If a thrown target strikes an object,
petrified, poisoned, prone, restrained, unconscious such as a wall or floor, the target takes 3 (1d6) bludgeoning
Senses darkvision 60 ft., passive Perception 10 damage for every 10 feet it was thrown. If the target is thrown
Languages — at another creature, that creature must succeed on a DC 17
Challenge 5 (1,800 XP) Dexterity saving throw or take the same damage (1d6 per 10
feet target was thrown) and be knocked prone.
Acid. A creature that touches the acid elemental or hits it If the saving throw is successful, the target takes half the
with a melee attack while within 5 feet of it takes 5 (2d4) bludgeoning damage and isn’t flung away or knocked
acid damage. Any nonmagical weapon made of metal prone.
or wood that hits the pudding corrodes. After dealing
damage, the weapon takes a permanent and cumulative Air Elemental, Greater
–1 penalty to damage rolls. If its penalty drops to –5, the
weapon is destroyed. Nonmagical ammunition made of Huge elemental, neutral
metal or wood that hits the acid elemental is destroyed Armor Class 16
after dealing damage. The acid elemental can eat Hit Points 142 (15d12 + 45)
through 2-inch-thick, nonmagical wood or metal in 1 round. Speed 0 ft., fly 90 ft. (hover)

Fumes. Creatures who begin their turn within 5 feet of the STR DEX CON INT WIS CHA
acid elemental must succeed on a DC 15 Constitution 18 (+4) 22 (+6) 16 (+3) 8 (–1) 12 (+1) 6 (–2)
saving throw or be poisoned until the start of its next turn.
On a successful saving throw, the creature is immune to Damage Resistances lightning, thunder; bludgeoning,
the elemental’s fumes for 24 hours. piercing, and slashing from nonmagical attacks

Vulnerability to Water. For every 5 feet that the elemental Damage Immunities poison
moves in water, or for every gallon of water splashed on it, Condition Immunities exhaustion, grappled, paralyzed,
it takes 1 fire damage.
petrified, poisoned, prone, restrained, unconscious
ACTIONS Senses darkvision 60 ft., passive Perception 11
Languages Auran
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one Challenge 9 (5,000 XP)
target. Hit: 9 (1d8 + 5) bludgeoning damage plus 14 (4d6)
acid damage. In addition, nonmagical armor worn by Air Form. The elemental can enter a hostile creature’s space
the target is partly dissolved and takes a permanent and and stop there. It can move through a space as narrow as
cumulative –1 penalty to the AC it offers. The armor is 1 inch wide without squeezing.
destroyed if the penalty reduces its AC to 10.
Air Mastery. Creatures of size Large or smaller have disadvantage
Air Elemental, Elder on attacks made against the elemental while flying.

Huge elemental, neutral ACTIONS
Armor Class 17
Hit Points 189 (18d12 + 72) Multiattack. The elemental makes two Slam attacks.
Speed 0 ft., fly 90 ft. (hover) Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one

STR DEX CON INT WIS CHA target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target
6 (–2) is a creature, it must succeed on a DC 15 Strength saving
20 (+5) 24 (+7) 18 (+4) 10 (+0) 14 (+2) throw or be knocked prone.
Whirlwind (recharge 4–6): Each creature in the elemental’s
Damage Resistances bludgeoning, piercing, and slashing space must make a DC 15 Strength saving throw. On
from nonmagical attacks a failure, the creature takes 21 (4d8 + 3) bludgeoning
damage and is flung up to 30 feet away from the
Damage Immunities lightning, poison, thunder elemental in a random direction and knocked prone. If a
Condition Immunities exhaustion, grappled, paralyzed, thrown target strikes an object, such as a wall or floor, the
target takes 3 (1d6) bludgeoning damage for every 10 feet
petrified, poisoned, prone, restrained, unconscious it was thrown. If the target is thrown at another creature,
Senses darkvision 60 ft., passive Perception 12 that creature must succeed on a DC 15 Dexterity saving
Languages Auran throw or take the same damage (1d6 per 10 feet target
Challenge 13 (10,000 XP) was thrown) and be knocked prone.
If the saving throw is successful, the target takes half the
Air Form. The elemental can enter a hostile creature’s space bludgeoning damage and isn’t flung away or knocked prone.
and stop there. It can move through a space as narrow as
1 inch wide without squeezing. Earth Elemental, Elder

Air Mastery. Creatures of size Large or smaller have Huge elemental, neutral
disadvantage on attacks made against the elemental Armor Class 19 (natural armor)
while flying. Hit Points 207 (18d12 + 90)
Speed 30 ft., burrow 30 ft.
ACTIONS

Multiattack. The elemental makes two Slam attacks. STR DEX CON INT WIS CHA
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one 24 (+7) 8 (–1) 21 (+5) 8 (–1) 14 (+2) 5 (–3)

target. Hit: 23 (3d10 + 7) bludgeoning damage. If the Damage Vulnerabilities thunder
target is a creature, it must succeed on a DC 17 Strength Damage Resistances bludgeoning, piercing, and slashing
saving throw or be knocked prone.
Whirlwind (recharge 4–6): Each creature in the elemental’s
space must make a DC 17 Strength saving throw. On a failure,

410

from nonmagical attacks Elemental Air Dragon
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, Huge elemental, neutral evil
Armor Class 15
poisoned, unconscious Hit Points 312 (25d12 + 150)
Senses darkvision 60 ft., tremorsense 60 ft., passive Speed 40 ft., fly 80 ft.

Perception 12 STR DEX CON INT WIS CHA
Languages Terran
Challenge 13 (10,000 XP) 27 (+7) 20 (+5) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

Earth Glide. The elemental can burrow through nonmagical, Saving Throws Dex +11, Con +12, Wis +8, Cha +10
unworked earth and stone. While doing so, the elemental Skills Arcana +9, Nature +9, Perception +14, Stealth +11
doesn’t disturb the material it moves through. Damage Resistances lightning, thunder; bludgeoning,

Siege Monster. The elemental deals double damage to piercing, and slashing from nonmagical weapons
objects and structures. Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
ACTIONS
petrified, poisoned, prone, restrained, unconscious
Multiattack. The elemental makes two Slam attacks. Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one Languages Auran, Common
Challenge 17 (18,000 XP)
target. Hit: 23 (3d10 + 7) bludgeoning damage. If the
target is a creature, it must succeed on a DC 17 Strength Innate Spellcasting. The elemental dragon’s innate
saving throw or be knocked prone. spellcasting is Charisma (spell save DC 18). It can cast the
Earth Tremor (recharge 4–6). The elemental causes intense following spell requiring no material components.
tremors to rip through the ground within 60 feet of itself.
Any creature on the ground in this area must succeed At will: gust of wind
on a DC 17 Dexterity saving throw or take 10 (1d6 + 7) 3/day each: call lightning, wind wall
bludgeoning damage and be knocked prone. 1/day each: control weather, plane shift
Legendary Resistance (3/day). If the dragon fails a saving
Earth Elemental, Greater
throw, it can choose to succeed instead.
Huge elemental, neutral
Armor Class 18 (natural armor) ACTIONS
Hit Points 172 (15d12 + 75)
Speed 30 ft., burrow 30 ft. Multiattack. The dragon can make one Bite attack and two
Claw attacks.
STR DEX CON INT WIS CHA
22 (+6) 8 (–1) 20 (+5) 6 (–2) 12 (+1) 5 (–3) Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6)
Damage Vulnerabilities thunder fire damage.
Damage Resistances bludgeoning, piercing, and slashing
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
from nonmagical attacks target. Hit: 14 (2d6 + 7) slashing damage.
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage.
poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Scalding Breath (recharge 5–6). The dragon releases a
60-foot cone of superheated air that wraps around
Perception 11 corners. Creatures within the area must make a DC 21
Languages Terran Constitution saving throw, taking 63 (18d6) fire damage
Challenge 9 (5,000 XP) on a failed saving throw, or half as much damage on a
successful one.
Earth Glide. The elemental can burrow through nonmagical,
unworked earth and stone. While doing so, the elemental Whirlwind (recharge 5–6). The dragon creates a cyclone
doesn’t disturb the material it moves through. in a 30-foot radius centered on itself. Creatures, other
than the dragon, within the area can only move half
Siege Monster. The elemental deals double damage to their normal movement, nonmagical ranged attacks
objects and structures. automatically fail, and all nonmagical unprotected flames
are automatically extinguished. Large or smaller creatures
ACTIONS within the area must also succeed on a DC 21 Strength
saving throw. On a failed saving throw, the creature takes
Multiattack. The elemental makes two Slam attacks. 20 (3d8 + 7) bludgeoning damage and is knocked prone
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one and pushed 30 in a random direction. On a successful
saving throw, the creature takes half damage and is not
target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target affected further.
is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone. LEGENDARY ACTIONS
Earth Tremor (recharge 5–6). The elemental causes intense
tremors to rip through the ground within 60 feet of itself. The dragon can take 3 legendary actions, choosing from
Any creature on the ground in this area must succeed the options below. Only one legendary action option
on a DC 15 Dexterity saving throw or take 9 (1d6 + 6) can be used at a time and only at the end of another
bludgeoning damage and be knocked prone. creature’s turn. The dragon regains spent legendary
actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.

411

Wing Attack (costs 2 actions). The dragon beats its wings. creature’s turn. The dragon regains spent legendary
Each creature within 15 feet of the dragon must succeed actions at the start of its turn.
on a DC 21 Dexterity saving throw or take 14 (2d6 + Detect. The dragon makes a Wisdom (Perception) check.
7) bludgeoning damage and be knocked prone. The Tail Attack. The dragon makes a tail attack.
dragon can then fly up to half its flying speed. Wing Attack (costs 2 actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
Elemental Fire Dragon on a DC 23 Dexterity saving throw or take 15 (2d6 +
8) bludgeoning damage and be knocked prone. The
Huge elemental, neutral evil dragon can then fly up to half its flying speed.
Armor Class 15 Rain of Fire (costs 3 actions). The elemental fire dragon
Hit Points 445 (33d12 + 231) beats its wings, casting fire out in a 100-foot sphere around
Speed 40 ft., fly 80 ft. itself. All creatures within the area must make a DC 22
Dexterity saving throw, taking 14 (4d6) fire damage on
STR DEX CON INT WIS CHA a failed saving throw, or half as much damage on a
successful one. Objects not held or worn are set alight
27 (+8) 20 (+5) 25 (+7) 16 (+3) 13 (+1) 21 (+5) and continue burning until extinguished.

Saving Throws Dex +7, Con +14, Wis +8, Cha +12 Fire Elemental, Elder
Skills Arcana +10, Nature +10, Perception +15, Stealth +7
Damage Vulnerabilities cold Huge elemental, neutral
Damage Resistances bludgeoning, piercing, and slashing Armor Class 15
Hit Points 207 (18d12 + 90)
from nonmagical weapons Speed 50 ft.
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, STR DEX CON INT WIS CHA
7 (–2)
petrified, poisoned, prone, restrained, unconscious 14 (+2) 21 (+5) 20 (+5) 10 (+0) 14 (+2)
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Common, Ignan
Challenge 21 (33,000 XP)

Fiery Aura. At the start of each of the dragon’s turns, each Damage Resistances bludgeoning, piercing, and slashing
creature within 15 feet of it takes 14 (4d6) fire damage, from nonmagical attacks
and flammable objects in the aura that aren’t being worn
or carried ignite. A creature that touches the dragon or Damage Immunities fire, poison
hits it with a melee attack while within 5 feet of it takes 14 Condition Immunities exhaustion, grappled, paralyzed,
(4d6) fire damage.
petrified, poisoned, prone, restrained, unconscious
Illumination. The dragon sheds bright light in a 30-foot radius Senses darkvision 60 ft., passive Perception 12
and dim light in an additional 30 feet. Languages Ignan
Challenge 13 (10,000 XP)
Innate Spellcasting. The dragon’s innate spellcasting ability
is Charisma (spell save DC 20). It can cast the following Fire Form. The elemental can move through a space as
spells, requiring no material components: narrow as 1 inch wide without squeezing. A creature that
touches the elemental or hits it with a melee attack while
At will: fireball, heat metal within 5 feet of it takes 5 (1d10) fire damage. In addition,
3/day: fire storm the elemental can enter a hostile creature’s space and
1/day each: incendiary cloud, plane shift stop there. The first time it enters a creature’s space on a
Legendary Resistance (3/day). If the dragon fails a saving turn, that creature takes 5 (1d10) fire damage and ignites.
A burning creature takes 5 (1d10) fire damage at the start
throw, it can choose to succeed instead. of each of its turns. A creature can use an action to douse
Water Susceptibility. For every 5 feet that the dragon moves the fire, ending the effect.

in water, or for every gallon of water splashed on it, it Illumination. The elemental sheds bright light in a 40-foot
takes 1 cold damage. radius and dim light for an additional 40 feet.

ACTIONS Water Susceptibility. For every 5 feet the elemental moves in
water, or for every gallon of water splashed on it, it takes 1
Multiattack. The dragon can make three attacks: one with cold damage.
its bite and two with its claws.
ACTIONS
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) Multiattack. The elemental makes two Touch attacks.
fire damage. Touch. Melee Weapon Attack: +10 to hit, reach 10 ft.,

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one one target. Hit: 19 (4d6 + 5) fire damage. If the target
target. Hit: 15 (2d6 + 8) slashing damage. is a creature or flammable object, it ignites. A burning
creature takes 5 (1d10) fire damage at the start of each
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one of its turns. A creature can use an action to douse the fire,
target. Hit: 17 (2d8 + 8) bludgeoning damage. ending the effect.
Firestorm (recharge 4–6): The elemental emits a fan of flame
Elemental Fire Breath (recharge 5–6). The dragon breathes a all around it. Any target within 15 feet must make a DC
60-foot cone of elemental fire. Creatures in the area must 17 Dexterity saving throw. On a failure, a target takes
make a DC 22 Dexterity saving throw, taking 77 (22d6) 11 (2d10) fire damage and ignites. If the saving throw is
fire damage on a failed saving throw, or half as much successful, the target takes half the fire damage and is still
damage on a successful one. ignited (as above). A burning creature takes 5 (1d10) fire
damage at the start of each of its turns. A creature can
LEGENDARY ACTIONS use an action to douse the fire, ending the effect.

The dragon 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

412

Fire Elemental, Greater Languages Aquan, Auran
Challenge 5 (1,800 XP)
Huge elemental, neutral
Armor Class 14 Ice Form. A creature that touches the elemental or hits it
Hit Points 157 (15d12 + 60) with a melee attack while within 5 feet of it takes 5 (1d10)
Speed 50 ft. cold damage and has disadvantage on Dexterity checks
and saving throws until the end of its next turn.
STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 18 (+4) 8 (–1) 12(+1) 7 (–2) Ice Glide. The elemental can burrow through nonmagical
ice. While doing so, the elemental doesn’t disturb the
Damage Resistances bludgeoning, piercing, and slashing material it is moving through.
from nonmagical attacks
Slippery. Creatures attempting to grapple the elemental
Damage Immunities fire, poison have disadvantage on their checks to grapple.
Condition Immunities exhaustion, grappled, paralyzed,
Thaw. If the elemental takes fire damage, it becomes
petrified, poisoned, prone, restrained, unconscious partially thawed until the end of its next turn; while partially
Senses darkvision 60 ft., passive Perception 11 thawed, its speed is reduced by 20 feet.
Languages Ignan
Challenge 9 (5,000 XP) ACTIONS

Fire Form. The elemental can move through a space as Multiattack. The elemental makes two Slam attacks or two
narrow as 1 inch wide without squeezing. A creature that Ice Shards attacks.
touches the elemental or hits it with a melee attack while
within 5 feet of it takes 5 (1d10) fire damage. In addition, Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one
the elemental can enter a hostile creature’s space and target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target
stop there. The first time it enters a creature’s space on a is a creature, it has disadvantage on Dexterity checks and
turn, that creature takes 5 (1d10) fire damage and ignites. saving throws until the end of its next turn.
A burning creature takes 5 (1d10) fire damage at the start
of each of its turns. A creature can use an action to douse Ice Shards. Ranged Weapon Attack: +7 to hit, range 60 ft.,
the fire, ending the effect. one target. Hit: 11 (2d6 + 4) piercing damage.

Illumination. The elemental sheds bright light in a 40-foot Lightning Elemental
radius and dim light in an additional 40 feet.
Medium elemental, neutral
Water Susceptibility. For every 5 feet the elemental moves in Armor Class 15
water, or for every gallon of water splashed on it, it takes 1 Hit Points 67 (9d8 + 27)
cold damage. Speed 0 ft., fly 50 ft.

ACTIONS STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 4 (–3) 11 (+0) 11 (+0)

Multiattack. The elemental makes two Slam attacks. Damage Resistances acid, fire; bludgeoning, piercing, and
Touch. Melee Weapon Attack: +8 to hit, reach 10 ft., slashing damage from nonmagical weapons

one target. Hit: 14 (3d6 + 4) fire damage. If the target Damage Immunities lightning, poison
is a creature or flammable object, it ignites. A burning Condition Immunities exhaustion, grappled, paralyzed,
creature takes 5 (1d10) fire damage at the start of each
of its turns. A creature can use an action to douse the fire, petrified, poisoned, prone, restrained, unconscious
ending the effect. Senses darkvision 60 ft., passive Perception 10
Firestorm (recharge 4–6): The elemental emits a fan of flame Languages Auran
all around it. Any target within 15 feet must make a DC Challenge 6 (2,300 XP)
15 Dexterity saving throw. On a failure, a target takes 11
(2d10) fire damage and ignites. A burning creature takes Lightning. A creature that touches the lightning elemental or
5 (1d10) fire damage at the start of each of its turns. A hits it with a melee attack while within 5 feet of it takes 7
creature can use an action to douse the fire, ending the (2d6) lightning damage.
effect.
Water Susceptibility. For every 5 feet that the lightning
Ice Elemental elemental moves in water, or for every gallon of water
splashed on it, it takes 1 cold damage.
Large elemental, neutral
Armor Class 16 (natural armor) ACTIONS
Hit Points 114 (12d10 + 48)
Speed 30 ft., burrow 30 ft. Multiattack. The lightning elemental makes two slam
attacks.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 6 (–2) 10 (+0) 7 (–2) Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 5) lightning damage.
Damage Vulnerabilities fire, thunder
Damage Resistances acid, bludgeoning; piercing, and Lightning Bolt. Ranged Spell Attack: +8 to hit, range 20/60 ft.,
one target. Hit: 36 (7d8 + 5) lightning damage.
slashing from nonmagical attacks
Damage Immunities cold, poison Globe Lightning (1/short or long rest). The lightning
Condition Immunities exhaustion, paralyzed, petrified, elemental discharges 3 globes of electricity that hover in
its space for 1 minute. Whenever a creature enters or starts
poisoned, unconscious its turn within 5 feet of the elemental, one of the globes
Senses darkvision 60 ft., passive Perception 10 discharges. The target must make a DC 15 Dexterity
saving throw, taking 9 (1d8 + 5) lightning damage on
a failed saving throw, or half as much damage on a
successful one. As each globe discharges, it disappears.

413

Obsidian Elemental, Greater next turn.

Huge elemental, neutral ACTIONS
Armor Class 18 (natural armor)
Hit Points 175 (14d12 + 84) Multiattack. The elemental makes two Slam attacks.
Speed 20 ft. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one

STR DEX CON INT WIS CHA target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target
20 (+5) 8 (–1) 22 (+6) 4 (–3) 11 (+0) 11 (+0) is a creature, it must succeed on a DC 15 Constitution
saving throw or be blinded until the end of its next turn.
Damage Resistances cold, fire; bludgeoning, piercing, and Stoke. Each creature in the elemental’s space must
slashing damage from nonmagical attacks succeed on a DC 15 Constitution saving throw or be
incapacitated until it is no longer in the elemental’s space.
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, Water Elemental, Elder

poisoned, unconscious Huge elemental, neutral
Senses darkvision 60 ft., passive Perception 10 Armor Class 16
Languages Terran Hit Points 225 (18d12 + 108)
Challenge 14 (11,500 XP) Speed 30 ft., swim 90 ft.

Brute. A melee weapon attack deals one extra die of STR DEX CON INT WIS CHA
its damage when the obsidian elemental hits with it 22 (+6) 16 (+3) 22 (+6) 9 (–1) 14 (+2) 8 (–1)
(included in the attack).
Damage Resistances bludgeoning, piercing, and slashing
Death Throes. When the obsidian elemental dies, it explodes, from nonmagical attacks
and each creature within 30 feet of it must make a DC 19
Dexterity saving throw, taking 42 (12d6) slashing damage Damage Immunities acid, poison
and 42 (12d6) fire damage on a failed saving throw, or Condition Immunities exhaustion, grappled, paralyzed,
half as much damage on a successful one.
petrified, poisoned, prone, restrained, unconscious
Molten Glass. A creature that hits the obsidian elemental Senses darkvision 60 ft., passive Perception 12
with a melee attack while within 5 feet of it takes 7 (2d6) Languages Aquan
fire damage. Challenge 13 (10,000 XP)

ACTIONS Water Form. The elemental can enter a hostile creature’s
space and stop there. It can move through a space as
Multiattack. The obsidian elemental makes two claw narrow as 1 inch wide without squeezing.
attacks.
Freeze. If the elemental takes cold damage, it becomes
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one partially frozen until the end of its next turn; while partially
target. Hit: 23 (4d8 + 5) slashing damage plus 13 (3d8) fire frozen, its speed is reduced by 20 feet.
damage.
ACTIONS
Smoke Elemental
Multiattack. The elemental makes two Slam attacks.
Large elemental, neutral Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Armor Class 15
Hit Points 90 (12d10 + 24) target. Hit: 22 (3d10 + 6) bludgeoning damage. If the
Speed 0 ft., fly 60 ft. (hover) target is a creature, it must succeed on a DC 17 Strength
saving throw or be knocked prone.
STR DEX CON INT WIS CHA Whelm (recharge 4–6). Each creature in the elemental’s space
14 (+2) 20 (+5) 15 (+2) 6 (–2) 10 (+0) 6 (–2) must make a DC 17 Strength saving throw. On a failure,
a target takes 22 (3d10 + 6) bludgeoning damage. If it is
Skills Stealth +8 Huge or smaller, it is also grappled (escape DC 16). Until this
Damage Resistances thunder; bludgeoning, piercing, and grapple ends, the target is restrained and unable to breathe
unless it can breathe water. If the saving throw is successful,
slashing from nonmagical attacks the target is pushed out of the elemental’s space.
Damage Immunities fire, poison The elemental can grapple one Huge, up to two Large, or
Condition Immunities exhaustion, grappled, paralyzed, up to four Medium or smaller creatures at one time. At
the start of each of the elemental’s turns, each creature
petrified, poisoned, prone, restrained, unconscious grappled by it takes 22 (3d10 +6) bludgeoning damage. A
Senses darkvision 60 ft., passive Perception 10 creature within 5 feet of the elemental can pull a creature
Languages Auran, Ignan or object out of it by taking an action to make a DC 16
Challenge 5 (1,800 XP) Strength check and succeeding.

Smoke Form. The elemental can enter a hostile creature’s
space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing. A creature that
touches the elemental or hits it with a melee attack while
within 5 feet of it must succeed on a DC 15 Constitution
saving throw or be blinded until the end of its next turn. If
a creature starts its turn in the elemental’s space or enters
it on its turn, that creature must succeed on a DC 15
Constitution saving throw or be blinded until the end of its

414

Elementals — Individuals Sparque, the Qalb al Nar

Nar al Nar, Fire Elemental Prince Small elemental, neutral
Armor Class 13
Huge elemental, neutral Hit Points 33 (6d6 + 12)
Armor Class 17 Speed 30 ft.
Hit Points 351 (26d12 + 182)
Speed 50 ft. STR DEX CON INT WIS CHA
9 (–1)
10 (+0) 17 (+3) 15 (+2) 10 (+0) 10 (+0)

STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
19 (+4) 23 (+6) 25 (+7) 13 (+1) 14 (+2) 10 (+0)
Damage Immunities fire, poison
Damage Resistances bludgeoning, piercing, and slashing Condition Immunities exhaustion, grappled, paralyzed,
from nonmagical attacks
petrified, poisoned, prone, restrained, unconscious
Damage Immunities fire, poison Senses darkvision 60 ft., passive Perception 12
Condition Immunities exhaustion, grappled, paralyzed, Languages Common, Ignan
Challenge 2 (450 XP)
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 12 Fire Form. Sparque can move through a space as narrow as
Languages Aquan, Common, Ignan 1 inch wide without squeezing. A creature that touches
Challenge 17 (18,000 XP) Sparque or hits him with a melee attack while within 5 feet
of him takes 5 (1d10) fire damage. In addition, Sparque
Fire Form. Nar al Nar can move through a space as narrow as can enter a hostile creature’s space and stop there. The
1 inch wide without squeezing. A creature that touches Nar first time he enters a creature’s space on a turn, that
al Nar or hits him with a melee attack while within 5 feet of creature takes 5 (1d10) fire damage and ignites. A burning
him takes 11 (2d10) fire damage. In addition, Nar al Nar can creature takes 5 (1d10) fire damage at the start of each
enter a hostile creature’s space and stop there. The first time of its turns. A creature can use an action to douse the fire,
he enters a creature’s space on a turn, that creature takes 11 ending the effect.
(2d10) fire damage and ignites. A burning creature takes 11
(2d10) fire damage at the start of each of its turns. A creature Growth Potential. Sparque grows in size and power as his
can use an action to douse the fire, ending the effect. companions do. For each increase in average party level,
Sparque gains one hit die. When he reaches 9 hit dice, he
Illumination. Nar al Nar sheds bright light in a 50-foot radius becomes Medium size. At 12 hit dice, he becomes Large.
and dim light in an additional 50 feet. At 15 hit dice, he becomes Huge. (See below for statistics.)

Magic Resistance. Nar al Nar has advantage on saving Illumination. Sparque sheds bright light in a 30-foot radius
throws versus spells and other magical effects. and dim light in an additional 30 feet.

Magic Weapons. Nar al Nar’s attacks are magical. Soul Phylactery. Sparque’s soul is trapped in the Ring of
Water Susceptibility. For every 5 feet Nar al Nar moves in Qalb. Each time he is killed, he comes back to life one
day later with one fewer hit dice. If his new form has 14 hit
water, or for every gallon of water splashed on him, he dice, he has shrunk to Large size. If his new form has 11 hit
takes 1 cold damage. dice, he has shrunk to Medium size. If his new form has 8
hit dice, he has shrunk to Small size. If he is killed when he
ACTIONS has 1 hit die, he is irrevocably destroyed.

Multiattack. Nar al Nar makes two Touch attacks. Water Susceptibility. For every 5 feet Sparque moves in
Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., water, or for every gallon of water splashed on him, it
takes 1 cold damage.
one target. Hit: 24 (4d8 + 6) fire damage. If the target
is a creature or flammable object, it ignites. A burning ACTIONS
creature takes 11 (2d10) fire damage at the start of each
of its turns. A creature can use an action to douse the fire, Multiattack. Sparque makes two Touch attacks.
ending the effect. Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Firestorm (recharge 5–6): Nar al Nar emits a fan of flame all
around him. Any target within 20 feet must make a DC 18 target. Hit: 6 (1d6 + 3) fire damage. If the target is a
Dexterity saving throw. On a failure, a target takes 16 (3d10) creature or flammable object, it ignites. A burning
fire damage and ignites. A burning creature takes 11 (2d10) creature takes 5 (1d10) fire damage at the start of each
fire damage at the start of each of its turns. A creature can of its turns. A creature can use an action to douse the fire,
use an action to douse the fire, ending the effect. ending the effect.
Summon Fire Elementals (2/day). Nar al Nar may summon
1d4 Large fire elementals. They appear in unoccupied Sparque, the Qalb al Nar, Huge
spaces of Nar al Nar’s choice within 100 feet of Nar al
Nar, act on their own initiative, and obey Nar al Nar Huge elemental, neutral
unquestioningly. As a Greater Fire Elemental with Growth Potential and Soul Phylactery
that speaks Common

Sparque, the Qalb al Nar, Large

Large elemental, neutral
As a Fire Elemental with Growth Potential and Soul Phylactery that
speaks Common

415

Sparque, the Qalb al Nar, Medium Saving Throws Dex +15, Con +18, Int +16, Wis +14
Skills Acrobatics +15, Arcana +16, Intimidation +15,
Medium elemental, neutral
Armor Class 13 Investigation +16, Perception +14, Persuasion +15, Stealth
Hit Points 67 (9d8 + 27) +15, Survival +14
Speed 40 ft. Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from nonmagical attacks
STR DEX CON INT WIS CHA Damage Immunities acid, poison
9 (–1) Condition Immunities poisoned
10 (+0) 17 (+3) 16 (+3) 11 (+0) 10 (+0) Senses darkvision 60 ft., passive Perception 24
Languages Common, N’gathian
Damage Resistances bludgeoning, piercing, and slashing Challenge 25 (75,000 XP)
from nonmagical attacks
Legendary Resistance (3/day). If Faa’Thasht fails a saving
Damage Immunities fire, poison throw, it can choose to succeed instead.
Condition Immunities exhaustion, grappled, paralyzed,
Cruelty’s Bliss. If Faa’Thasht scores a critical hit, it rolls
petrified, poisoned, prone, restrained, unconscious damage dice three times, instead of twice.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ignan Spellcasting. Faa’Thasht is a 20th-level spellcaster. Its
Challenge 3 (700 XP) spellcasting ability is Intelligence (spell save DC 22, +14
to hit with spell attacks). It has the following wizard spells
Fire Form. Sparque can move through a space as narrow as prepared:
1 inch wide without squeezing. A creature that touches Cantrips (at will): fire bolt, mage hand, minor illusion,
Sparque or hits him with a melee attack while within 5 feet prestidigitation, ray of frost
of him takes 5 (1d10) fire damage. In addition, Sparque 1st level (4 slots): charm person, detect magic, hideous
can enter a hostile creature’s space and stop there. The laughter, magic missile
first time he enters a creature’s space on a turn, that 2nd level (3 slots): detect thoughts, invisibility, mirror
creature takes 5 (1d10) fire damage and ignites. A burning image, suggestion
creature takes 5 (1d10) fire damage at the start of each 3rd level (3 slots): blink, dispel magic, lightning bolt,
of its turns. A creature can use an action to douse the fire, slow
ending the effect. 4th level (3 slots): banishment, dimension door,
phantasmal killer
Growth Potential. Sparque grows in size and power as 5th level (3 slots): dominate person, scrying, wall of
his companions do. For each level the majority of his force
companions gain, Sparque gains one hit die. When he 6th level (2 slots): disintegrate, globe of invulnerability,
reaches 9 hit dice, he becomes Medium size. At 12 hit true seeing
dice, he becomes Large. At 15 hit dice, he becomes 7th level (2 slots): delayed blast fireball, reverse gravity,
Huge. (See below for statistics.) teleport
8th level (1 slot): maze, mind blank
Illumination. Sparque sheds bright light in a 30-foot radius 9th level (1 slot): astral projection, shapechange
and dim light in an additional 30 feet.
ACTIONS
Soul Phylactery. Sparque’s soul is trapped in the Ring of
Qalb. Each time he is killed, he comes back to life one Multiattack. Faa’Thasht makes two Greatsword attacks or
day later with one fewer hit dice. If his new form has 12 hit two Harmonious Lash attacks.
dice, he has shrunk to Large size. If his new form has 9 hit
dice, he has shrunk to Medium size. If his new form has 6 +2 Corrosive Greatsword. Melee Weapon Attack: +21 to hit,
hit dice, he has shrunk to Small size. If he is killed when he reach 5 ft., one target. Hit: 20 (2d6 + 13) slashing damage
has 1 hit die, he is irrevocably destroyed. plus 21 (6d6) acid damage.

Water Susceptibility. For every 5 feet Sparque moves in Harmonious Lash. Melee Weapon Attack: +25 to hit, reach
water, or for every gallon of water splashed on him, it 10 ft., one target. Hit: 19 (1d4 + 17) slashing damage,
takes 1 cold damage. and the target must succeed on a DC 18 Constitution
saving throw or take 55 (10d10) poison damage. One
ACTIONS minute later, a new save must be made (same DC) to
avoid another 55 (10d10) poison damage. Damage
Multiattack. Sparque makes two Touch attacks. from the lash does not heal normally. Wounds can be
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one healed magically but only by a wish or a heal spell. No
other form of magical healing (cure spells, potions, and
target. Hit: 8 (1d10 + 3) fire damage. If the target is so on) works. A creature hit by the whip must succeed
a creature or flammable object, it ignites. A burning on a DC 16 Dexterity saving throw or be grappled by it.
creature takes 5 (1d10) fire damage at the start of each The creature must use an action and succeed on a
of its turns. A creature can use an action to douse the fire, DC 18 Strength (Athletics) or Dexterity (Acrobatics)
ending the effect. check to escape.

Faa’Thasht the Circus Master Delicious Agony. Melee Weapon Attack: +19 to hit, reach 5
ft., one target. Hit: The target is grappled (escape DC 21),
Medium humanoid (n’gathau), chaotic evil and Faa’Thasht claws away a portion of the target’s flesh
Armor Class 23 (bracers of superior defense2) and devours it, dealing 15 (1d8 + 11) points of slashing
Hit Points 362 (25d8 + 250) damage plus 21 (6d6) necrotic damage. The target’s hit
Speed 40 ft. point maximum is reduced by an amount equal to the
necrotic damage taken, and Faa’Thasht regains hit points
STR DEX CON INT WIS CHA equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its
33 (+11) 24 (+7) 31 (+10) 26 (+8) 23 (+6) 25 (+7) hit point maximum to 0.

416

Wave of Pain. Faa’Thasht magically emits a blast of Fire Snake
agonizing pain in a 40-foot cone. Each creature in that
area must succeed on a DC 21 Constitution saving throw Small elemental, neutral evil
or be stunned for 1 minute. A creature can repeat the Armor Class 14 (natural armor)
saving throw at the end of each of its turns, ending the Hit Points 18 (4d6 + 4)
effect on itself on a success. Speed 30 ft.

Horrifying Appearance. Each creature of Faa’Thasht ‘s STR DEX CON INT WIS CHA
choice that is within 60 feet of it and aware of it must 7 (–2) 16 (+3) 13 (+1) 6 (–2) 12 (+1) 3 (–4)
succeed on a DC 21 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving Skills Stealth +5
throw at the end of each of its turns, ending the effect on Damage Vulnerabilities cold
itself on a success. If a creature’s saving throw is successful Damage Immunities fire, poison
or the effect ends for it, the creature is immune to the Condition Immunities poisoned
Faa’Thasht ‘s Horrifying Appearance for the next 24 hours. Senses blindsight 10 ft., darkvision 60 ft., passive Perception

LEGENDARY ACTIONS 11
Languages understands Ignan but can’t speak
Faa’Thasht can take 3 legendary actions, choosing from the Challenge 1 (200 XP)
options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. Heated Body. Any creature that touches the fire snake or
Faa’Thasht regains spent legendary actions at the start of hits it with a melee attack while within 5 feet of it takes 3
his/her turn. (1d6) fire damage.

+2 Corrosive Greatsword. Faa’Thasht makes one Corrosive Fire Stealth. When the fire snake is within 5 feet of an open
Greatsword +2 attack. flame larger than a torch, it may take the Hide action as a
bonus action.
Harmonious Lash. Faa’Thasht makes one Harmonious Lash
attack. ACTIONS

Delicious Agony (costs 2 actions). Faa’Thasht makes one Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Delicious Agony attack. Hit: 4 (1d3 + 3) piercing damage plus 3 (1d6) fire damage,
and the target must make a DC 12 Constitution saving
Fire Drake throw or be paralyzed for 1d6 rounds.

Small dragon, chaotic evil Fire Whale
Armor Class 13 (natural armor)
Hit Points 27 (6d6 + 6) Huge elemental, unaligned
Speed 20 ft., fly 60 ft. Armor Class 14 (natural armor)
Hit Points 175 (14d12 + 84)
STR DEX CON INT WIS CHA Speed swim 40 ft.
13 (+1) 13 (+1) 13 (+1) 4 (–3) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +3 STR DEX CON INT WIS CHA
Damage Immunities fire 30 (+10) 13 (+1) 22 (+6) 2 (–4) 12 (+1) 6 (–2)
Condition Immunities paralyzed
Senses darkvision 60 ft., passive Perception 14 Skills Perception +5
Languages Draconic Damage Immunities fire
Challenge 1 (200 XP) Senses blindsight 120 ft., passive Perception 15
Languages —
Pyrophoric Blood. A creature that hits the fire drake with a Challenge 11 (7,200 XP)
weapon attack from within 5 feet of the fire drake must
make a DC 11 Dexterity saving throw or take 3 (1d6) fire Echolocation. The whale can’t use its blindsight while
damage. deafened.

ACTIONS Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom
Multiattack. The fire drake makes one Bite attack and one
attack with its Claws. (Perception) checks that rely on hearing.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. ACTIONS
Hit: 5 (1d8 + 1) piercing damage.
Multiattack. The fire whale one Bite attack and one Tail Slap.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 8 (2d6 + 1) slashing damage.
target. Hit: 34 (7d6 + 10) piercing damage.
Fire Breath (recharge 6). The fire drake exhales fire in a Tail Slap. Melee Weapon Attack: +14 to hit, reach 15 ft., one
15–foot cone. Creatures in the area must make a DC
11 Dexterity saving throw, taking 10 (3d6) fire damage target. Hit: 23 (2d12 + 10) bludgeoning damage.
on a failed saving throw, or half a much damage on a Scalding Blast (recharge 5–6). A fire whale can release
successful saving throw.
a blast of superheated air in a 60-foot cone from its
blowhole that scalds or burns those contacting it. Each
creature in that area must make a DC 16 Dexterity saving
throw, taking 49 (14d6) fire damage on a failed save, or
half as much on a successful one.

417

Firefiend Surprise Attack. If the flind surprises a creature and hits it
with an attack during the first round of combat, the target
Medium elemental, chaotic evil takes an extra 10 (3d6) damage from the attack.
Armor Class 15 (natural armor)
Hit Points 61 (10d8 + 16) ACTIONS
Speed 30 ft., fly 30 ft. (hover)
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 5 (1d4 + 3) bludgeoning damage.
13 (+1) 18 (+4) 15 (+2) 6 (–2) 12 (+1) 7 (–2)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
Skills Perception +7 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Damage Resistances bludgeoning, piercing, and slashing
Automatic Pistol (single shot). Ranged Weapon Attack: +4
from nonmagical attacks to hit, range 50/100 ft., one target. Hit: 6 (1d8 + 2) piercing
Damage Immunities fire, poison damage.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17 Automatic Pistol (burst). The flind fires a burst of bullets in
Languages Ignan a 20-foot cone. Creatures in the area must make a DC
Challenge 5 (1,800 XP) 15 Dexterity saving throw or take 6 (1d8 + 2) piercing
damage.
Adamantine Weapons. The firefiend’s weapons are forged
with adamantine, nearly indestructible, and do an Flind, Boss
additional 2 points of the weapon’s damage type with
each hit (included below). Medium humanoid (flind), lawful evil
Armor Class 16 (scale mail)
Fire Body. Any creature that touches the firefiend or hits it Hit Points 97 (13d8 + 39)
with a melee attack while within 5 feet of it takes 5 (1d10) Speed 30 ft.
fire damage and ignites. A burning creature takes 5 (1d10)
fire damage at the start of each of its turns. A creature STR DEX CON INT WIS CHA
can use an action to douse the fire, ending the effect.
20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 11 (+0)
Weapon Recall. If the firefiend is disarmed, it may cause any
of its lost weapons within 50 feet to fly back to its hands as Saving Throws Str +8, Con +5
a bonus action, even if another creature was holding the Skills Animal Handling +4, Perception +4, Stealth +5
weapon. Senses darkvision 60 ft., passive Perception 14
Languages Common, Gnoll
ACTIONS Challenge 5 (1,800 XP)
Ambusher. The flind has advantage on attack rolls against
Multiattack. The firefiend makes one Flail attack, one
Longsword attack, and one Morningstar attack. It may any creature it has surprised.
substitute a Touch attack for any or all of these. Surprise Attack. If the flind surprises a creature and hits it

Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one with an attack during the first round of combat, the target
target. Hit: 10 (1d8 + 6) bludgeoning damage plus 3 (1d6) takes an extra 10 (3d6) damage from the attack.
fire damage.
ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) slashing damage plus 3 (1d6) fire Multiattack. The boss flind makes two Greatclub attacks.
damage. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., target. Hit: 14 (2d8 + 5) bludgeoning damage.
one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6)
fire damage. Flumph

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Small aberration, lawful good
Hit: 6 (1d4 + 4) fire damage. If the target is a creature or Armor Class 12
flammable object, it ignites. A burning creature takes 5 (1d10) Hit Points 10 (3d6)
fire damage at the start of each of its turns. A creature can Speed 5 ft., fly 20 ft.
use an action to douse the fire, ending the effect.
STR DEX CON INT WIS CHA
Flind 7 (–2)
15 (+2) 11 (+0) 14 (+2) 15 (+2) 10 (+0)
Medium humanoid (flind), lawful evil
Armor Class 16 (scale mail) Skills Arcana +4, Persuasion +2
Hit Points 45 (7d8 + 14) Senses darkvision 60 ft., passive Perception 12
Speed 30 ft. Languages understands but can’t speak Common and

STR DEX CON INT WIS CHA Undercommon, telepathy 60 ft.
9 (–1) Challenge 1/2 (100 XP)

16 (+3) 14 (+2) 15 (+2) 12 (+1) 13 (+1) ACTIONS

Skills Stealth +4 Multiattack. The flumph makes two Tentacle attacks or uses
Senses darkvision 60 ft., passive Perception its Stench Spray and makes one Tentacle attack.
Languages Common, Gnoll
Challenge 2 (450 XP) Stench Spray (recharge 5–6). The flumph expels a 20-foot
cone of foul-smelling liquid. Any creature in the area must
Ambusher. The flind has advantage on attack rolls against succeed on a DC 13 Dexterity saving throw or become
any creature it has surprised. coated in the liquid and poisoned. A coated creature
has disadvantage on Charisma and Stealth checks. The
418

stench lasts for 1 day or until thorough bathing or magic (escape DC 14). If the target was already grappled by
are employed to remove the odor. a different Leaf, the escape DC increases by 2. Until this
Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one grapple ends, the target is restrained, and the forester’s
target. Hit: 2 (1d4) bludgeoning damage and the target is bane has one fewer Leaf attack.
smeared with acid. It takes 5 (2d4) acid damage immediately Stalk. Melee Weapon Attack: +5 to hit, reach 10 ft., one
and 2 (1d4) acid damage at the end of its next turn. target. Hit: 6 (1d6 + 3) slashing damage.

Flumph Hunter Formian Myrmarch

Small aberration, lawful good Large aberration, lawful neutral
Armor Class 17 (natural armor) Armor Class 18 (natural armor)
Hit Points 60 (11d6 + 22) Hit Points 152 (16d10 +64)
Speed 5 ft., fly 20 ft. Speed 50 ft., burrow 15 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (–1)
12 (+1) 20 (+5) 15 (+2) 12 (+1) 14 (+2) 18 (+4) 16 (+3) 18 (+4) 16 (+3) 16 (+3) 17 (+3)

Skills Perception +6, Stealth +7 Skills Athletics +8, Insight +7, Perception +7, Persuasion +7
Damage Resistances acid Damage Immunities acid, poison
Senses darkvision 60 ft., passive Perception 16 Condition Immunities poisoned
Languages — Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
Challenge 3 (700 XP) Languages Common, pheromone telepathy 120 ft.
Challenge 9 (5,000 XP)
Keen Hearing and Sight. The flumph has advantage on
Wisdom (Perception) checks that rely on hearing or sight. Innate Spellcasting. The formian’s spellcasting ability is
Intelligence (spell save DC 15, +7 to hit with spell attacks).
ACTIONS The formian can innately cast the following spells, requiring
no material components:
Multiattack. The flumph makes two stinging dart attacks. At will: clairvoyance, comprehend languages, detect
Stinging Dart. Melee or Ranged Weapon Attack: +7 to hit, magic, detect thoughts
3/day each: charm monster, hold monster, suggestion
reach 5 ft., or range 60 ft., one target. Hit: 8 (1d6 + 5) 1/day: feeblemind
piercing damage and 3 (1d6) acid damage.
Stench Spray (recharge 5–6). When the flumph unleashes Swarm Tactics. The formian has advantage on an attack
its stench spray, all creatures within a 20-foot radius roll against a creature if at least one other formian
of it must succeed on a DC 11 Dexterity saving throw ally is within 5 feet of the creature and the ally is not
or be covered in a disgusting, oily fluid. A covered incapacitated. If a formian makes an attack with
creature is poisoned for 1d4 hours, and any creature advantage and hits, the target must succgeed on a DC
within 5 feet of it is also poisoned. Creatures poisoned 15 Strength saving throw or be knocked prone.
in this manner also have disadvantage on Dexterity
(Stealth) checks. The fetid flumph musk can only be Surefooted. The formian has advantage on saving throws
removed by vigorously bathing in lamp oil or kerosene. versus being knocked prone.
The smell wears off once the creature is no longer
poisoned. ACTIONS

Forester’s Bane Multiattack. The formian makes one Bite attack, two Claw
attacks, and one Sting attack, or it makes two Javelin attacks.
Large plant, unaligned
Armor Class 14 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit Points 60 (8d10 + 16) Hit: 13 (2d8 + 4) piercing damage.
Speed 0 ft.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage.
17 (+3) 10 (+0) 15 (+2) 1 (–5) 11 (+0) 7 (–2)
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 9 (1d10 + 4) piercing damage. If the target is a
Condition Immunities blinded, charmed, deafened, creature, it must make a DC 17 Constitution saving throw.
On a failure, the target takes 13 (3d8) acid damage and
frightened, paralyzed, poisoned, prone, stunned, becomes poisoned until the end of its next turn. If the
unconscious saving throw is successful, the target takes half as much
Senses blindsight 30 ft. (blind beyond this radius), passive damage and is not poisoned.
Perception 10
Languages — Javelin. Ranged Weapon Attack: +8 to hit, range 30/120,
Challenge 4 (1,100 XP) one target. Hit: 6 (1d6 + 4) piercing damage. If the target
is a creature, it must make a DC 17 Constitution saving
ACTIONS throw. On a failure, the target takes 9 (2d8) acid damage
and becomes poisoned until the end of its next turn. If the
Multiattack. The forester’s bane makes up to four Leaf saving throw is successful, the target takes half as much
attacks and six Stalk attacks. damage and is not poisoned.

Leaf. Melee Weapon Attack: +5 to hit, reach 10 ft., one BONUS ACTIONS
target. Hit: If the target is Medium or smaller, it is grappled
Inspire Hive (1/day). The formian can inspire all other
formians within 120 feet, granting each of them 12
temporary hit points, +2 on attack rolls, and immunity

419

to being frightened. The effect lasts for 1 minute. Note, its AC, it gains advantage on any Dexterity saving throws,
the effects of multiple Inspire Hive actions do not stack; and it may take an additional action each round. That
recipients may choose which effect to accept. action is limited to a single Attack (no multiattack), Dash,
Disengage, Hide, or Use an Object action. The effect lasts
Formian Queen Dryzyxxl for 1 minute.
Inspire Hive (2/day). The formian can inspire all other
Huge aberration, lawful neutral formians within 120 feet, granting each of them 18
Armor Class 18 (natural armor) temporary hit points, +2 on attack rolls, and immunity
Hit Points 432 (32d12 + 224) to being frightened. The effect lasts for 1 minute. Note,
Speed 10 ft., burrow 5 ft. the effects of multiple Inspire Hive actions do not stack;
recipients may choose which effect to accept.
STR DEX CON INT WIS CHA
15 (+2) 8 (–1) Formian Taskmaster
24 (+7) 19 (+4) 19 (+4) 20 (+5)
Medium aberration, lawful neutral
Skills Arcana +11, History +11, Insight + 11, Intimidate + 12, Armor Class 16 (natural armor)
Perception +11, Persuasion +12 Hit Points 90 (12d8 + 36)
Speed 40 ft., burrow 10 ft.
Damage Immunities poison
Condition Immunities poisoned STR DEX CON INT WIS CHA
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21
Languages Common, telepathy 240 ft. 17 (+3) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 15 (+2)
Challenge 23 (50,000 XP)

Call of the Queen. All other formians within 1 mile obey the Skills Athletics +6, Intimidation +5, Perception +5
queen’s commands and prioritize her safety above all else. Damage Immunities acid, poison
Condition Immunities poisoned
Innate Spellcasting. The formian’s spellcasting ability is Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
Intelligence (spell save DC 19, +11 to hit with spell attacks). Languages Common, telepathy 120 ft.
The formian can innately cast the following spells, requiring Challenge 6 (2,300 XP)
no material components:
At will: clairvoyance, comprehend languages, detect Innate Spellcasting. The formian’s spellcasting ability is
magic, detect thoughts Intelligence (spell save DC 13, +5 to hit with spell attacks).
3/day each: charm monster, hold monster, suggestion The formian can innately cast the following spells, requiring
2/day each: dominate monster, feeblemind, mass no material components:
suggestion At will: comprehend languages, detect magic,
mending
Swarm Tactics. The formian has advantage on an attack 3/day each: detect thoughts, charm person
roll against a creature if at least one other formian 2/day: suggestion
ally is within 5 feet of the creature and the ally is not
incapacitated. If a formian makes an attack with Swarm Tactics. The formian has advantage on an attack
advantage and hits, the target must succeed on a DC 16 roll against a creature if at least one other formian
Strength saving throw or be knocked prone. ally is within 5 feet of the creature and the ally is not
incapacitated. If a formian makes an attack with
Surefooted. The formian has advantage on saving throws advantage and hits, the target must succeed on a DC 14
versus being knocked prone. Strength saving throw or be knocked prone.

ACTIONS Surefooted. The formian has advantage on saving throws
versus being knocked prone.
Multiattack. The formian makes one Bite attack, two Claw
attacks, and one Sting attack. ACTIONS

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one Multiattack. The formian makes one Bite attack, two Claw
target. Hit: 13 (2d10 + 2) piercing damage. attacks, and one Sting attack, or it makes two Javelin
attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 11 (2d8 + 2) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 8 (1d12 + 2) piercing damage. The target must Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
make a DC 17 Constitution saving throw. On a failure, target. Hit: 8 (2d4 + 3) slashing damage.
the target takes 21 (6d6) acid damage and becomes
poisoned until the end of its next turn. If the saving throw is Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one
successful, the target takes half as much damage and is target. Hit: 7 (1d8 + 3) piercing damage. The target must
not poisoned. make a DC 15 Constitution saving throw. On a failure,
the target takes 10 (3d6) acid damage and becomes
Mental Blast (recharge 5–6). The formian sends out a wave poisoned until the end of its next turn. If the saving throw is
of psychic energy in a 60-foot radius. Each enemy in that successful, the target takes half as much damage and is
area must succeed on a DC 20 Intelligence saving throw not poisoned.
or take 26 (4d10 + 4) psychic damage and be stunned for
1 minute. A creature can repeat the saving throw at the Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
end of each of its turns, ending the effect on itself on a one target. Hit: 5 (1d6 + 2) piercing damage. If the target
success. is a creature, it must make a DC 15 Constitution saving
throw. On a failure, the target takes 9 (2d8) acid damage
BONUS ACTIONS and becomes poisoned until the end of its next turn. If the
saving throw is successful, the target takes half as much
Hive Frenzy (2/day). The formian can whip all other formians damage and is not poisoned.
within 120 feet into a frenzy, granting them the benefits of
a haste spell. Each target’s speed is doubled, it gains +2 to

420

BONUS ACTIONS Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Inspire Hive (1/day). The formian can inspire all other Languages Common, telepathy 60 ft.
formians within 120 feet, granting each of them 8 Challenge 1/2 (100 XP)
temporary hit points, +1 on attack rolls, and immunity
to being frightened. The effect lasts for 1 minute. Note, Swarm Tactics. The formian has advantage on an attack
the effects of multiple Inspire Hive actions do not stack; roll against a creature if at least one other formian
recipients may choose which effect to accept. ally is within 5 feet of the creature and the ally is not
incapacitated. If a formian makes an attack with
Formian Warrior advantage and hits, the target must succeed on a DC 12
Strength saving throw or be knocked prone.
Medium aberration, lawful neutral
Armor Class 15 (natural armor) Surefooted. The formian has advantage on saving throws
Hit Points 58 (9d8 + 18) versus being knocked prone.
Speed 40 ft., burrow 10 ft.
Loadbearer. The formian can carry up to 400 pounds without
STR DEX CON INT WIS CHA being encumbered. It can push or drag up to 800 pounds,
but its speed drops to 20 ft. When moving with a grappled
16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) creature, the formian’s speed is not halved.

Skills Athletics +4, Perception +3 ACTIONS
Damage Immunities poison
Condition Immunities poisoned Multiattack. The formian makes one Bite attack and one
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 Sting attack.
Languages Common, telepathy 60 ft.
Challenge 3 (700 XP) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Swarm Tactics. The formian has advantage on an attack
roll against a creature if at least one other formian Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ally is within 5 feet of the creature and the ally is not target. Hit: 5 (1d6 + 2) piercing damage and the target
incapacitated. If a formian makes an attack with must make a DC 12 Constitution saving throw. On a
advantage and hits, the target must succeed on a DC 13 failure, the target takes 4 (1d8) acid damage and
Strength saving throw or be knocked prone. becomes poisoned until the end of its next turn. If the
saving throw is successful, the target takes half as much
Surefooted. The formian has advantage on saving throws damage and is not poisoned.
versus being knocked prone.
Frankie
ACTIONS
Tiny beast, lawful evil
Multiattack. The formian makes one Bite attack, one Claw Armor Class 13
attack, and one Sting attack, or it makes two Javelin Hit Points 28 (8d4 + 8)
attacks. Speed 30 ft., climb 20 ft.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 10 (2d6 + 3) slashing damage. 8 (–1)
16 (+3) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. Saving Throws Dex +5
Skills Acrobatics +5, Perception +4
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 14
Hit: 7 (1d8 + 3) piercing damage. The target must make a Languages understands Common but can’t speak
DC 13 Constitution saving throw. On a failure, the target Challenge 3 (700 XP)
takes 7 (2d6) acid damage and becomes poisoned until
the end of its next turn. If the saving throw is successful, the Keen Smell. Frankie has advantage on Wisdom (Perception)
target takes half as much damage and is not poisoned. checks that rely on smell.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., Drain Life. Each hour that Frankie remains within 20 feet of a
one target. Hit: 6 (1d6 + 3) piercing damage. If the target creature under the effects of its Fascinate ability, Frankie
is a creature, it must make a DC 13 Constitution saving deals 4 (1d8) necrotic damage to the creature, and the
throw. On a failure, the target takes 7 (2d6) acid damage creature’s hit point maximum is reduced by an amount
and becomes poisoned until the end of its next turn. If the equal to the damage taken. The reduction lasts until the
saving throw is successful, the target takes half as much target finishes a long rest. The target dies if this effect
damage and is not poisoned. reduces its hit point maximum to 0.

Formian Worker ACTIONS

Medium aberration, lawful neutral Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Armor Class 14 (natural armor) target. Hit: 1 slashing damage.
Hit Points 21 (4d8 + 3)
Speed 40 ft., burrow 10 ft. Fascinate. Frankie targets one creature it can see within 30
feet of it. The target must succeed on a DC 13 Wisdom
STR DEX CON INT WIS CHA saving throw or be charmed by Frankie. The charmed target
14 (+2) 12 (+1) 13 (+1) 8 (–1) 10 (+0) 10 (+0) regards Frankie as a treasured companion that must be
protected. The target can repeat the saving throw every
Skills Perception +2 24 hours or each time Frankie or Frankie’s companions do
Damage Immunities poison anything harmful to the target (including Frankie’s Drain Life
ability), ending the effect on itself on a success.

421

Frog, Giant Killer Fungus Folk

Large beast, unaligned Small plant, unaligned
Armor Class 16 (natural armor) Armor Class 13 (natural armor)
Hit Points 105 (10d10 + 50) Hit Points 18 (4d6 + 4)
Speed 30 ft., swim 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 5 (–3) 10 (+0) 10 (+0) 10 (+0) 13 (+1) 13(+1) 9 (–1) 12 (+1) 10 (+0)

Senses passive Perception 10 Skills Perception +3
Languages — Damage Vulnerabilities fire
Challenge 6 (2,300 XP) Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion
Amphibious. The giant killer frog can breathe air and water. Senses darkvision 60 ft., passive Perception 13
Keen Smell. The giant killer frog has advantage on Wisdom Languages —
Challenge 1/4 (50 XP)
(Perception) checks that rely on smell.
Standing Leap. The giant killer frog’s long jump is up to 30 ACTIONS

feet and its high jump is up to 20 feet, with or without a Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one
running start. target. Hit: 5 (2d4) bludgeoning damage.

ACTIONS Spore Cloud. The fungus folk releases a cloud of spores in
a 10-foot radius. All creatures in this area must succeed
Multiattack. The giant killer frog one Bite attack and two on a DC 11 Constitution saving throw or be poisoned for
Claws attacks. 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. success.
Hit: 12 (2d6 + 5) piercing damage.
Fungus Folk Monarch
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) slashing damage. Medium plant, unaligned
Armor Class 14 (natural armor)
Frost Man Hit Points 82 (11d8 + 33)
Speed 30 ft.
Medium elemental, lawful evil
Armor Class 13 (studded leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 17 (+3) 9 (–1) 12 (+1) 10 (+0)

10 (+0) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0)

Skills Survival +2 Damage Vulnerabilities fire
Damage Vulnerabilities fire Damage Immunities poison
Damage Immunities cold Condition Immunities blinded, deafened, exhaustion
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages Common, Nørsk Languages —
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

ACTIONS ACTIONS

Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 4 (1d8) piercing damage. target. Hit: 12 (3d6 + 2) bludgeoning damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 Spore Cloud. The fungus folk monarch releases a cloud of
ft., one target. Hit: 5 (1d8 + 1) piercing damage. spores in a 10-foot radius. All creatures in this area must
succeed on a DC 13 Constitution saving throw or be
Ice Blast (3/day). As a bonus action, the frost man can use poisoned for 1 minute. The target can repeat the saving
its action to remove his eye patch, blasting everything in a throw at the end of each of its turns, ending the effect on
30-foot cone with a freezing mist. All creatures in the area itself on a success.
of the cone must make a DC 13 Dexterity saving throw,
taking 14 (4d6) cold damage on a failed save, or half as Gar, Giant
much on a successful save.
Huge beast, unaligned
Armor Class 14 (natural armor)
Hit Points 112 (9d12 + 54)
Speed swim 60 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 22 (+6) 2 (–4) 13 (+1) 2 (–4)

Skills Athletics +12, Perception +7
Senses passive Perception 17

422

Languages — Ghoul, Dust
Challenge 6 (2,300 XP)
Medium undead, chaotic evil
Water Breathing. The giant gar can only breathe Armor Class 16 (natural armor)
underwater. Hit Points 104 (16d8 + 32)
Speed 40 ft., fly 40 ft., burrow 20 ft.
ACTIONS
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 30 (6d6 + 9) piercing damage, and the target 21 (+5) 16 (+3) 15 (+2) 14 (+2) 14 (+2) 16 (+3)
is grappled (escape DC 20). Until this grapple ends, the
target is restrained, and the gar can’t bite another target. Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
Swallow. The gar makes one bite attack against a Large or
smaller target it is grappling. If the attack hits, the target is paralyzed, poisoned
swallowed, and the grapple ends. The swallowed target is Senses darkvision 60 ft., passive Perception 18
blinded and restrained, it has total cover against attacks Languages Common
and other effects outside the gar, and it takes 21 (6d6) Challenge 7 (2,900 XP)
acid damage at the start of each of the gar’s turns. The
gar can have only one target swallowed at a time. Improved Critical. The ghoul’s attacks score a critical hit on
a roll of 19 or 20.
If the gar dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of ACTIONS
movement, exiting prone.
Multiattack. The dust ghoul makes one Bite and two Claws
Ghoul, Cinder attacks.

Large undead, chaotic evil Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Armor Class 18 (natural armor) Hit: 14 (2d8 + 5) piercing damage.
Hit Points 90 (12d10 + 24)
Speed fly 40 ft. (hover) Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 15 (+2) 4 (–3) 12 (+1) 19 (+4) Blinding Dust (1/day). Blinding dust and sand swirls magically
around the ghoul. Each creature within 5 feet of the ghoul
Damage Resistances cold; bludgeoning, piercing, and must succeed on a DC 15 Constitution saving throw or be
slashing from nonmagical attacks blinded until the end of the creature’s next turn.

Damage Immunities fire Paralyzing Shriek (recharge 5–6). The dust ghoul unleashes
Condition Immunities charmed, exhaustion, paralyzed, a hellish shriek. Each creature that is within 60 feet of
the ghoul and can hear it must succeed on a DC 13
poisoned, unconscious Constitution saving throw or be paralyzed for 1 minute. The
Senses darkvision 60 ft., passive Perception 11 target can repeat the saving throw at the end of each of
Languages — its turns, ending the effect on itself on a success.
Challenge 5 (1,800 XP)
Ghoulish Merfolk
Gaseous Form. While in this form, the cinder ghoul can’t
take any actions, speak, or manipulate objects. It is Medium undead, chaotic evil
weightless, has a flying speed of 40 feet, can hover, and Armor Class 16 (natural armor)
can enter a hostile creature’s space and stop there. In Hit Points 93 (11d8 + 44)
addition, if air can pass through a space, the mist can do Speed 10 ft., swim 40 ft.
so without squeezing. It cannot pass through water. It has
advantage on Strength, Dexterity, and Constitution saving STR DEX CON INT WIS CHA
throws, and it is immune to all nonmagical damage.
16 (+3) 18 (+4) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
Magic Resistance. The cinder ghoul has advantage on
saving throws against spells and other magical effects. Saving Throws Wis +4
Skills Athletics +6, Perception +4, Stealth +7
ACTIONS Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 14
target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) Languages understands Aquan and Common but can’t speak
fire damage. Challenge 5 (1,800 XP)

Smoke Inhalation. One creature that isn’t a construct or Aura of Rotting Fish. Any creature that starts its turn within
undead and is in the cinder ghoul’s space must make 5 feet of the ghoulish merfolk must succeed on a DC 12
a DC 15 Constitution saving throw. On a failed save, Constitution saving throw or take 2 (1d4) poison damage
the target takes 10 (3d6) fire damage and its hit point and be poisoned until the start of its next turn.
maximum is reduced by an amount equal to the fire
damage taken. The target dies if this reduces its hit point Turn Resistance. The ghoulish merfolk has advantage on
maximum to 0. This reduction of the target’s hit point saving throws against any effect that turns undead.
maximum lasts until the target finishes a long rest.
Undead Nature. The ghoulish merfolk doesn’t require air,

food, drink, or sleep.

ACTIONS

Multiattack. The ghoulish merfolk makes one Bite attack and
two Spear attacks. It can make one Claw attack in place

423

of its two Spear attacks. Condition Immunities charmed, exhaustion, poisoned
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 17
Languages Common, Infernal, Primordial, telepathy 120 ft.
Hit: 13 (2d8 + 4) piercing damage. Challenge 12 (8,400 XP)
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Elemental Demise. If the ghul noble dies, its body
target. Hit: 11 (2d6 + 4) slashing damage. If the target is a disintegrates into a warm, putrid breeze, leaving behind
creature other than an undead, it must succeed on a DC only the equipment it was wearing or carrying.
12 Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of Genie-kin. Ghul nobles are undead djinn and are
each of its turns, ending the effect on itself on a success. considered genies even though their type is undead.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing Magic Weapons. The ghul noble’s weapon attacks are
damage, or 7 (1d8 + 3) piercing damage if used with two magical.
hands to make a melee attack.
Turning Defiance. The ghul noble and any ghuls within
Ghul Efreeti 30 feet of it have advantage on saving throws against
effects that turn undead.
Large undead, chaotic evil
Armor Class 15 (natural armor) Wrongful Demise. As a bonus action, the ghul noble can
Hit Points 68 (8d10 + 24) force its anger and resentment at its wrongful demise into
Speed 30 ft., fly 30 ft. a creature within 30 feet. The target must succeed on a
DC 17 Charisma saving throw or use its reaction to make
STR DEX CON INT WIS CHA one attack against a creature of the ghul noble’s choice
within 5 feet of the target.
18 (+4) 15 (+2) 16 (+3) 15 (+2) 16 (+3) 18 (+4)
Undead Nature. A ghul doesn’t require air, food, drink, or
Skills Perception +6, Stealth +5 sleep.
Damage Resistances necrotic; bludgeoning, piercing, and
ACTIONS
slashing from nonmagical attacks not made with silver
Damage Immunities acid, poison Multiattack. The ghul noble makes three melee attacks, but
Condition Immunities charmed, exhaustion, poisoned can use its Bite and Claws attacks only once each.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal, Primordial Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Challenge 5 (1,800 XP) Hit: 18 (3d8 + 5) piercing damage. A genie slain by this
attack rises 24 hours later as a ghul under the ghul noble’s
Elemental Demise. If the ghul dies, its body disintegrates into control, unless the genie is restored to life or its body is
a warm, putrid breeze, leaving behind only the equipment destroyed. The ghul noble can have no more than four
the ghul was wearing or carrying. ghuls under its control at one time.

Genie-kin. Ghuls are undead djinn and are considered Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
genies even though their type is undead. target. Hit: 15 (3d6 + 5) slashing damage. If the target is a
creature other than an undead, it must succeed on a DC
Magic Weapons. The ghul’s weapon attacks are magical. 15 Constitution saving throw or be paralyzed for 1 minute.
Undead Nature. A ghul doesn’t require air, food, drink, or The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
sleep.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one
ACTIONS target. Hit: 12 (2d6 + 5) slashing damage.

Multiattack. The ghul makes one Bite attack and one Claws Paralyzing Spit (recharge 5–6). The ghul noble spits
attack. paralyzing saliva in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 15 Dexterity saving
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. throw. On a failure, a creature takes 45 (10d8) acid
Hit: 17 (3d8 + 4) piercing damage. damage and is paralyzed for 1 minute. On a success, a
creature takes half the damage and isn’t paralyzed. A
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature can repeat the saving throw at the
target. Hit: 14 (3d6 + 4) slashing damage. If the target is a end of each of its turns, ending the effect on itself on a
creature other than an undead, it must succeed on a DC success.
14 Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of Invisibility. The ghul noble magically turns invisible until it
each of its turns, ending the effect on itself on a success. attacks or uses its Paralyzing Spit, or until its concentration
ends (as if concentrating on a spell). Any equipment the
Ghul Noble ghul noble wears or carries is invisible with it.

Large undead, chaotic evil REACTIONS
Armor Class 16 (natural armor)
Hit Points 187 (22d10 + 66) Parry. The ghul noble adds 3 to its AC against one melee
Speed 30 ft., fly 30 ft. attack that would hit it. To do so, the ghul noble must see
the attacker and be wielding a melee weapon.

STR DEX CON INT WIS CHA

20 (+5) 17 (+3) 16 (+3) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Wis +7, Cha +9
Skills History +6, Intimidation +9, Perception +7, Stealth +7
Damage Resistances necrotic; bludgeoning, piercing, and

slashing from nonmagical attacks not made with silver
Damage Immunities acid, poison

424

Giants to all nonmagical damage.
Heated Weapons. Smoke giants transfer the heat of their
Haidar
bodies to their weapons, dealing an additional 10 (3d6)
Huge giant, neutral evil fire damage on a hit (included below).
Armor Class 16 (natural armor) Innate Spellcasting. The giant’s innate spellcasting ability is
Hit Points 200 (16d12 + 96) Constitution (spell save DC 15, +7 to hit with spell attacks).
Speed 40 ft., burrow 20 ft. It can innately cast fog cloud and heat metal 3/day,
requiring no material components.
STR DEX CON INT WIS CHA
ACTIONS
27 (+8) 14 (+2) 22 (+6) 12 (+1) 14 (+2) 12 (+1)
Multiattack. The smoke giant makes one Mace attack and
Saving Throws Con +10, Wis +6 one Slam attack.
Skills Perception +6
Senses passive Perception 16 Mace. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Languages Common, Giant target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10
Challenge 9 (5,000 XP) (3d6) fire damage.

Sand Sculptor. The Haidar can manipulate the terrain Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
around it. This trait works like the move earth spell except target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10
it has no duration, the Haidar can only affect sand and (3d6) fire damage.
loose soil, and the Haidar can affect an area of terrain no
larger than 60 feet on a side. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft.,
one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 10
Siege Monster. The Haidar deals triple damage to objects (3d6) fire damage.
and structures with its melee and ranged weapon attacks.
Stone Giant Child
ACTIONS
Large giant, neutral
Armor Class 16 (natural armor)
Hit Points 66 (7d10 + 28)
Speed 40 ft.

Multiattack. The Haidar makes two Greatsword attacks. STR DEX CON INT WIS CHA
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., 9 (–1)
19 (+4) 13 (+1) 18 (+4) 10 (+0) 11 (+0)
one target. Hit: 29 (6d6 + 8) slashing damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., Saving Throws Dex +3, Con +6, Wis +2
Skills Athletics +6, Perception +2
one target. Hit: 30 (4d10 + 8) bludgeoning damage. Senses darkvision 60 ft., passive Perception 12
Fist of Sand (recharge 5–6). The giant slams its fist violently Languages Giant
Challenge 4 (1,100 XP)
into the ground. Each creature within 10 feet of a point
the Haidar can see within 120 feet of it must make a DC Stone Camouflage. The giant has advantage on Dexterity
16 Dexterity saving throw as a fist of sand bursts up from (Stealth) checks made to hide in rocky terrain.
the earth beneath it. On a failure, a creature takes 21
(6d6) bludgeoning damage and is knocked prone. On ACTIONS
a success, a creature takes half the damage and isn’t
knocked prone. Multiattack. The giant makes two Slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one
Smoke Giant
target. Hit: 14 (3d6 + 4) bludgeoning damage.
Large giant, neutral evil Rock. Ranged Weapon Attack: +6 to hit, range 40/160 ft.,
Armor Class 16 (natural armor)
Hit Points 76 (8d10 + 32) one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the
Speed 40 ft. target is a creature, it must succeed on a DC 14 Strength
saving throw or be knocked prone.
STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 8 (–1) 11 (+0) 12 (+1) REACTIONS

Skills Acrobatics +6, Perception +3, Stealth +6 Rock Catching. If a rock or similar object is hurled at the
Damage Vulnerabilities cold giant, it can, with a successful DC 12 Dexterity saving
Damage Immunities fire throw, catch the missile and take no bludgeoning
Senses darkvision 60 ft., passive Perception 13 damage from it.
Languages Giant
Challenge 7 (2,900 XP) Volcano Giant

Gaseous Form. The smoke giant can use its action to Huge giant, chaotic neutral
polymorph into a Large cloud of smoke, or back into its Armor Class 19 (natural armor)
true form. It reverts to its true form if it dies. While in this Hit Points 187 (15d12 + 90)
form, the smoke giant can’t take any actions, speak, or Speed 40 ft.
manipulate objects. It is weightless, has a flying speed
of 40 feet, can hover, and can enter a hostile creature’s STR DEX CON INT WIS CHA
space and stop there. In addition, if air can pass through
a space, the smoke giant can do so without squeezing. It 29 (+9) 15 (+2) 22 (+6) 16 (+3) 18 (+4) 18 (+4)
cannot pass through water. It has advantage on Strength,
Dexterity, and Constitution saving throws, and it is immune

425

Saving Throws Con +11 Greatspear. Melee or Ranged Weapon Attack: +19 to hit,
Skills Acrobatics +7, Intimidation +9, Nature +8, Perception reach 15 ft. or range 40/120 ft., one target. Hit: 30 (4d8
+ 12) piercing damage plus 10 (3d6) fire damage, or 34
+9 (4d10 + 12) piercing damage plus 10 (3d6) fire damage if
Damage Vulnerabilities cold used with two hands to make a melee attack.
Damage Immunities fire
Senses passive Perception 19 Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one
Languages Giant, Ignan creature. Hit: 25 (3d8 + 12) bludgeoning damage plus
Challenge 13 (10,000 XP) 10 (3d6) fire damage. If the target is a Huge or smaller
creature, it must succeed on a DC 21 Strength saving
Heated Body. The volcano giant’s attacks deal an throw or be knocked prone.
additional 7 (2d6) fire damage (included in the attacks
below). Rock. Ranged Weapon Attack: +19 to hit, range 60/240 ft.,
one target. Hit: 38 (4d12 +12) bludgeoning damage plus
ACTIONS 10 (3d6) fire damage.

Multiattack. The volcano giant makes one one-handed Sulfuric Breath (recharge 5–6). Ahi Mau Haka can exhale
spear attack and one slam attack, or two slam attacks. a cloud of warm and sulfuric gas in a 30-foot cone.
All creatures in the area must succeed on a DC 21
Spear. Melee or Ranged Weapon Attack: +14 to hit, reach Constitution saving throw or take 52 (15d6) acid damage
10 ft. or range 40/120 ft., one target. Hit: 23 (4d6 + 9) and be poisoned for 1 minute.
piercing damage plus 7 (2d6) fire damage, or 27 (4d8 +
9) piercing damage plus 7 (2d6) fire damage if used with REACTIONS
two hands to make a melee attack.
Parry. Ahi Mau Haka adds 5 to his AC against one melee
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one attack that would hit him. To do so, Ahi Mau Haka must
target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) see the attacker and be wielding a melee weapon.
fire damage.
LEGENDARY ACTIONS
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
one target. Hit: 27 (4d8 + 9) bludgeoning damage plus 7 Ahi Mau Haka can take 3 legendary actions, choosing from
(2d6) fire damage. the options below. Only one legendary action can be
used at a time and only at the end of another creature’s
Sulfuric Breath (recharge 5–6). A volcano giant can exhale turn. Ahi Mau Haka regains spent legendary actions at the
a cloud of warm and sulfuric gas in a 30-foot cone. start of his turn.
All creatures in the area must succeed on a DC 19
Constitution saving throw or take 35 (10d6) acid damage Greatspear. Ahi Mau Haka makes one Greatspear attack.
and be poisoned for 1 minute. Slam. Ahi Mau Haka makes one Slam attack.
Quake. Ahi Mau Haka stomps his foot on the ground, and
Giants — Individuals
each creature on the ground within 30 feet of him must
Ahi Mau Haka succeed on a DC 21 Dexterity saving throw or be knocked
prone.
Huge giant, chaotic neutral
Armor Class 19 (natural armor) Glaen
Hit Points 324 (24d12 + 168)
Speed 40 ft. Huge giant, neutral evil
Armor Class 18 (plate)
Hit Points 253 (22d12 + 110)
Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

35 (+12) 15 (+2) 25 (+7) 17 (+3) 18 (+4) 18 (+4) 27 (+8) 14 (+2) 20 (+5) 15 (+2) 21 (+5) 19 (+4)

Saving Throws Con +14 Saving Throws Con +11, Wis +11
Skills Acrobatics +9, Athletics +19, Intimidation +11, Nature Skills Insight +11, Perception +11, Persuasion +10, Religion +8
Condition Immunities charmed
+11, Perception +11 Senses passive Perception 21
Damage Vulnerabilities cold Languages Common, Giant
Damage Immunities fire Challenge 18 (20,000 XP)
Senses passive Perception 21
Languages Giant, Ignan Eyes of the Trickster God. When a creature that can see
Challenge 24 (62,000 XP) Glaen’s eyes starts its turn within 30 feet of Glaen, Glaen
can force it to make a DC 18 Charisma saving throw if
Heated Body. Ahi Mau Haka’s attacks deal an additional 10 Glaen isn’t incapacitated and can see the creature. On a
(3d6) fire damage (included in the attacks below). failed saving throw, the creature is charmed for 1 minute.
A creature can repeat the saving throw at the end of
Legendary Resistance (3/day). If Ahi Mau Haka fails a saving each of its turns, with disadvantage if Glaen is within
throw, he can choose to succeed instead. line of sight, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for
Second Wind (recharges after a short or long rest). As a it, the creature is immune to Glaen’s Eyes of the Trickster
bonus action, Ahi Mau Haka can regain 29 hit points. God for the next 24 hours.

ACTIONS Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does
Multiattack. Ahi Mau Haka makes one Slam attack and two so, it can’t see Glaen until the start of its next turn, when it
one-handed Greatspear attacks, or three Greatspear
attacks.

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can avert its eyes again. If the creature looks at Glaen in and he can see or hear it, Macyn has advantage on
the meantime, it must immediately make the save. Charisma (Intimidation) checks and on saving throws
Loki’s Blessing. As a bonus action, Glaen calls on Loki for a against effects that cause the charmed, incapacitated,
blessing. Roll a die. On an even number, one random ally paralyzed, restrained, stunned, and unconscious
of Glaen within 30 feet has advantage on its next attack conditions.
roll. On an odd number, one random enemy of Glaen Legendary Resistance (3/day). If Macyn fails a saving throw,
within 30 feet has disadvantage on its next attack roll. The he can choose to succeed instead.
target can resist this blessing by succeeding on a DC 18 Reckless. At the start of his turn, Macy can gain advantage
Charisma saving throw. on all melee weapon attack rolls he makes during that
Sand Sculptor. Glaen can manipulate the terrain around turn, but attack rolls against him have advantage until the
her. This trait works like the move earth spell except it has start of his next turn.
no duration, Glaen can only affect sand and loose soil, Sand Sculptor. Macyn can manipulate the terrain around it.
and she can affect an area of terrain no larger than 60 This trait works like the move earth spell except it has no
feet on a side. duration, Macyn can only affect sand and loose soil, and
Siege Monster. Glaen deals triple damage to objects and he can affect an area of terrain no larger than 60 feet on
structures with her melee and ranged weapon attacks. a side.
Spellcasting. Glaen is a 13th-level spellcaster. Her Siege Monster. Macyn deals triple damage to objects and
spellcasting ability is Wisdom (spell save DC 19, +11 to hit structures with his melee and ranged weapon attacks.
with spell attacks). Glaen has the following cleric spells Sirocco Aura. At the start of each of Macyn’s turns, each
prepared: creature within 5 feet of him takes 7 (2d6) fire damage
and must succeed on a DC 21 Constitution saving throw
Cantrips (at will): guidance, light, mending, sacred or be blinded until the start of Macyn’s next turn. The
flame, thaumaturgy Haidar are immune to Macyn’s Sirocco Aura.

1st level (4 slots): command, cure wounds, inflict ACTIONS
wounds, sanctuary
Multiattack. Macyn makes two Greatsword attacks.
2nd level (3 slots): aid, lesser restoration, warding bond Greataxe. Melee Weapon Attack: +17 to hit, reach 10 ft.,
3rd level (3 slots): clairvoyance, daylight, protection
one target. Hit: 29 (3d12 + 10) slashing damage.
from energy Rock. Ranged Weapon Attack: +17 to hit, range 60/240 ft.,
4th level (3 slots): divination, freedom of movement,
one target. Hit: 36 (4d12 + 10) bludgeoning damage.
stone shape Fist of Sand (recharge 5–6). Macyn slams his fist violently
5th level (2 slots): insect plague, mass cure wounds
6th level (1 slot): harm, heal into the ground. Each creature within 10 feet of a point
7th level (1 slot): divine word Macyn can see within 120 feet of him must make a DC
20 Dexterity saving throw as a fist of sand bursts up from
ACTIONS the earth beneath it. On a failure, a creature takes 70
(20d6) bludgeoning damage and is knocked prone. On
Multiattack. Glaen makes three Maul attacks. a success, a creature takes half the damage and isn’t
Maul. Melee Weapon Attack: +14 to hit, reach 10 ft., one knocked prone.

target. Hit: 29 (6d6 + 8) slashing damage. LEGENDARY ACTIONS
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
Macyn can take 3 legendary actions, choosing from the
one target. Hit: 34 (4d12 + 8) bludgeoning damage. options below. Only one legendary action can be used
Fist of Sand (recharge 5–6). Glaen slams her fist violently at a time and only at the end of another creature’s turn.
Macyn regains spent legendary actions at the start of his
into the ground. Each creature within 10 feet of a point turn.
Glaen can see within 120 feet of her must make a DC
19 Dexterity saving throw as a fist of sand bursts up from Greataxe. Macyn makes one Greataxe attack.
the earth beneath it. On a failure, a creature takes 56 Move. Macyn moves up to his speed without provoking
(16d6) bludgeoning damage and is knocked prone. On
a success, a creature takes half the damage and isn’t opportunity attacks.
knocked prone. Chieftain’s Roar (costs 2 actions). Macyn releases a mighty

Macyn roar. Each creature within 30 feet of Macyn that can hear
him must succeed on a DC 20 Wisdom saving throw or
Huge giant, neutral evil become frightened for 1 minute. A creature can repeat
Armor Class 18 (plate) the saving throw at the end of each of its turns, ending the
Hit Points 300 (24d12 + Con modifier times 144) effect on itself on a success. If a creature’s saving throw is
Speed 40 ft., burrow 20 ft. successful or the effect ends for it, the creature is immune
to Macyn’s Chieftain’s Roar for the next 24 hours.
STR DEX CON INT WIS CHA Rally Tribe (costs 3 actions). Macyn calls out to his tribe,
bolstering them. Each member of the Haidar tribe that
30 (+10) 14 (+2) 23 (+6) 12 (+1) 15 (+2) 17 (+3) is within 15 feet of Macyn and that can hear Macyn has
advantage on its next melee attack roll.
Saving Throws Con +13, Wis +9
Skills Athletics +17, Intimidation +10, Perception +9 427
Damage Resistances bludgeoning, piercing, and slashing

from nonmagical attacks
Damage Immunities fire
Condition Immunities frightened
Senses passive Perception 19
Languages Common, Giant
Challenge 21 (33,000 XP)

Indomitable Leader. If a Haidar is within 20 feet of Macyn

Morhidd Mossknee

Large giant, neutral evil Huge giant, neutral
Armor Class 18 (natural armor) Armor Class 17 (natural armor)
Hit Points 237 (25d10 + 100) Hit Points 149 (13d12 + 65)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

21 (+5) 18 (+4) 19 (+4) 10 (+0) 11 (+0) 14 (+2) 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 17 (+3)

Saving Throws Dex +10, Con +10, Wis +6 Saving Throws Dex +7, Con +10, Wis +6
Skills Athletics +11, Intimidation +8, Perception +6, Sleight of Skills Athletics +11, Perception +6, Persuasion +8
Senses darkvision 60 ft., passive Perception 16
Hand +10, Stealth +10 Languages Giant
Damage Immunities bludgeoning Challenge 14 (11,500 XP)
Senses passive Perception 16
Languages Common, Giant Spellcasting. Mossknee is a 5th-level spellcaster. His
Challenge 18 (20,000 XP) spellcasting ability is Charisma (spell save DC 16, +8 to
hit with spell attacks). He has the following sorcerer spells
Brave. Morhidd has advantage on saving throws against prepared:
being frightened. Cantrips (at will): chill touch, dancing lights, message,
minor illusion, prestidigitation
Evasion. If Morhidd is subjected to an effect that allows 1st level (4 slots): detect magic, shield
him to make a Dexterity saving throw to take only half 2nd level (3 slots): detect thoughts, mirror image
damage, Morhidd instead takes no damage if he 3rd level (2 slots): dispel magic, lightning bolt
succeeds on the saving throw, and only half damage if he
fails. Stone Camouflage. Mossknee has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
House Always Wins. Morhidd has advantage on Dexterity
(Sleight of Hand) checks. ACTIONS

Sneak Attack (1/turn). Morhidd deals an extra 7 (2d6) Multiattack. Mossknee makes two Greatclub attacks.
damage when he hits a target with a weapon attack and Greatclub. Melee Weapon Attack: +11 to hit, reach 15ft.,
has advantage on the attack roll, or when the target is
within 5 feet of an ally of Morhidd that isn’t incapacitated one target. Hit: 19 (3d8 + 6) bludgeoning damage.
and Morhidd doesn’t have disadvantage on the attack Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft.,
roll.
one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the
The Boss’ Orders. As a bonus action, Morhidd gives one ally target is a creature, it must succeed on a DC 19 Strength
within 30 feet advantage on its next attack roll against a saving throw or be knocked prone.
creature Morhidd attacked this round.
REACTIONS
The One-Eyed Jack. Morhidd has advantage on Charisma
(Intimidation) checks while wearing an eye patch. Rock Catching. If a rock or similar object is hurled at
Thunderhead, he can, with a successful DC 10 Dexterity
ACTIONS saving throw, catch the missile and take no bludgeoning
damage from it.
Multiattack. Morhidd makes four attacks, only one of which
can be a Crushing Hug attack. Norl

Headbutt. Melee Weapon Attack: +11 to hit, reach 5 ft., one Huge giant, neutral evil
target. Hit: 27 (4d10 + 5) bludgeoning damage. Armor Class 17 (natural armor)
Hit Points 200 (16d12 + 96)
Crushing Hug. Melee Weapon Attack: +11 to hit, reach Speed 40 ft.
5 ft., one Large or smaller creature. Hit: 27 (4d10 + 5)
bludgeoning damage. The target is grappled (escape DC STR DEX CON INT WIS CHA
19) if Morhidd isn’t already grappling a creature, and the
target is restrained until this grapple ends. 27 (+8) 17 (+3) 22 (+6) 12 (+1) 23 (+6) 16 (+3)

Darts. Ranged Weapon Attack: +10 to hit, range 20/60 ft., Saving Throws Con +11, Wis +11, Cha +8
one target. Hit: 10 (2d4 + 5) piercing damage, and the Skills Athletics +13, Insight +11, Perception +11, Religion +6
target must make a DC 18 Constitution saving throw, Senses passive Perception 21
taking 14 (4d6) poison damage on a failed save, or half as Languages Common, Giant
much damage on a successful one. Challenge 15 (13,000 XP)

REACTIONS

Roll With The Punches. When a creature Morhidd can see
hits him with a melee attack, he halves the damage.

Chosen of Pazuzu. Norl has advantage on attack rolls
against creatures that are flying. In addition, winged
creatures with an Intelligence of 3 or lower have
disadvantage on attack rolls and ability checks against
Norl.

Keen Smell. Norl has advantage on Wisdom (Perception)
checks that rely on spell.

Innate Spellcasting. Norl’s innate spellcasting ability is

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Charisma. He can innately cast the following spells, Rannyn
requiring no material components:
Huge giant, neutral evil
At will: detect magic, fog cloud, light Armor Class 18 (natural armor)
3/day each: feather fall, fly, misty step, telekinesis Hit Points 253 (22d12 + 110)
1/day each: control weather, gaseous form Speed 40 ft., burrow 20 ft.
Legendary Resistance (3/day). If Norl fails a saving throw, he
can choose to succeed instead. STR DEX CON INT WIS CHA
Lover of the Arts. Creatures with proficiency in Charisma
(Performance) have advantage on Charisma checks 20 (+5) 18 (+4) 20 (+5) 15 (+2) 19 (+4) 21 (+5)
against Norl.
Spellcasting. Norl is a 10th-level spellcaster. His spellcasting Saving Throws Con +11, Wis +10
ability is Wisdom (spell save DC 19, +11 to hit with spell Skills Arcana +8, Deception +11, Perception +10, Persuasion
attacks). Norl has the following cleric spells prepared:
Cantrips (at will): guidance, light, mending, resistance, +11
Senses passive Perception 20
sacred flame Languages Common, Giant
1st level (4 slots): command, cure wounds, detect Challenge 18 (20,000 XP)

magic, inflict wounds, protection from evil and good Desert’s Heat. A creature that touches Rannyn or hits him
2nd level (3 slots): augury, blindness/deafness, spiritual with a melee attack while within 5 feet of him takes 7
(2d6) fire damage.
weapon
3rd level (3 slots): bestow curse, dispel magic, spirit Sand Sculptor. Rannyn can manipulate the terrain around
him. This trait works like the move earth spell except it has
guardians no duration, Rannyn can only affect sand and loose soil,
4th level (3 slots): divination, freedom of movement and he can affect an area of terrain no larger than 60
5th level (2 slots): contagion, insect plague feet on a side.

ACTIONS Siege Monster. Rannyn deals triple damage to objects and
structures with his melee and ranged weapon attacks.
Multiattack. Norl makes two Morningstar attacks.
Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., Spellcasting. Rannyn is a 13th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 19, +11 to hit
one target. Hit: 21 (3d8 + 8) piercing damage. with spell attacks). Rannyn has the following wizard spells
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., prepared:
Cantrips (at will): acid splash, fire bolt, light, mage
one target. Hit: 30 (4d10 + 8) bludgeoning damage. hand, prestidigitation
Rotten Wind (recharge 5–6). Norl unleashes a foul, rotten 1st level (4 slots): burning hands, detect magic, shield,
thunderwave
wind in a 60-foot cone. Each creature in that area must 2nd level (3 slots): flaming sphere, gust of wind, misty
make a DC 19 Constitution saving throw, taking 54 step, scorching ray
(12d8) poison damage on a failed save, or half as much 3rd level (3 slots): fireball, gaseous form, haste
damage on a successful one. 4th level (3 slots): arcane eye, stoneskin, wall of fire
5th level (2 slots): conjure elemental, teleportation
LEGENDARY ACTIONS circle
6th level (1 slot): sunbeam
Norl can take 3 legendary actions, choosing from the 7th level (1 slot): delayed blast fireball
options below. Only one legendary action can be used at
a time and only at the end of another creature’s turn. Norl ACTIONS
regains spent legendary actions at the start of his turn.
Multiattack. Rannyn makes four Quarterstaff attacks.
Blessed Jump. Four spectral wings appear on Norl’s back Quarterstaff. Melee Weapon Attack: +11 to hit, reach 10 ft.,
and he flies up to his speed without provoking opportunity
attacks. Norl’s movement must end on a solid surface or one target. Hit: 15 (3d6 + 5) bludgeoning damage, or 18
he falls, taking falling damage. (3d8 + 5) bludgeoning damage if used with two hands.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft.,
Gaze of Pazuzu (costs 2 actions). The spectral face of one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Pazuzu appears over Norl’s face, and its eyes flash at one Fist of Sand (recharge 5–6). Rannyn slams his fist violently
creature Norl can see within 20 feet of him. The target into the ground. Each creature within 10 feet of a point
must succeed on a DC 19 Wisdom saving throw or be Rannyn can see within 120 feet of him must make a DC
frightened for 1 minute. The target can repeat the saving 18 Dexterity saving throw as a fist of sand bursts up from
throw at the end of each of its turns, ending the effect on the earth beneath it. On a failure, a creature takes 56
itself on a success. If a target’s saving throw is successful or (16d6) bludgeoning damage and is knocked prone. On
the effect ends for it, the target is immune to Norl’s Gaze a success, a creature takes half the damage and isn’t
of Pazuzu for the next 24 hours. knocked prone.
Quicksand. Rannyn creates a pool of quicksand on a point
Sweep (costs 3 actions). Norl swings his morningstar in a he can see within 60 feet of him. The pool can form only
wide arc around him. Each creature within 15 feet of Norl on areas of dirt, sand, or clay. It has a 10-foot radius,
must make a DC 16 Dexterity saving throw. On a failure, is 10 feet deep, and lasts for 1 minute or until Rannyn
a creature takes 13 (3d8) bludgeoning damage and is uses this action to create another pool of quicksand. A
knocked prone. On a success, a creature takes half the creature in the area when the quicksand appears or that
damage and isn’t knocked prone. enters the area of quicksand must succeed on a DC 18
Dexterity saving throw or be restrained by the quicksand.
At the start of each of its turns, a creature restrained by

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quicksand must succeed on a DC 18 Dexterity saving Brihnda, she can, with a successful DC 10 Dexterity
throw or sink 2 feet deeper into the quicksand. A creature saving throw, catch the missile and take no bludgeoning
submerged in quicksand can’t breathe and begins to damage from it.
suffocate. A creature, including the restrained target, can
take its action to escape the quicksand by succeeding on Thunderhead
a DC 19 Strength check. This DC increases by 1 for each
foot the creature has sunk in the quicksand. Huge giant, neutral
A Haidar can’t be restrained by Rannyn’s Quicksand, but Armor Class 17 (natural armor)
the quicksand is difficult terrain for a Haidar walking Hit Points 172 (15d12 + 75)
through it. Speed 40 ft.

Thane Brihnda STR DEX CON INT WIS CHA

Huge giant, lawful evil 25 (+7) 15 (+2) 20 (+5) 12 (+1) 18 (+4) 13 (+1)
Armor Class 18 (plate)
Hit Points 337 (27d12 + 162) Saving Throws Dex +7, Con +10, Wis +9
Speed 30 ft. Skills Athletics +12, Nature +6, Perception +9
Senses darkvision 60 ft., passive Perception 19
STR DEX CON INT WIS CHA Languages Giant
25 (+7) 9 (–1) Challenge 15 (13,000 XP)

23 (+6) 16 (+3) 14 (+2) 22 (+6)

Saving Throws Dex +5, Con +12, Cha +12 Spellcasting. Thunderhead is a 6th-level spellcaster. His
Skills Arcana +9, Athletics +13, Perception +8, Religion +9 spellcasting ability is Wisdom (spell save DC 17, +9 to
Damage Resistances cold hit with spell attacks). He has the following druid spells
Damage Immunities fire prepared:
Senses passive Perception 18 Cantrips (at will): druidcraft, mending, produce flame
Languages Common, Giant, Ignan 1st level (4 slots): cure wounds, entangle, fog cloud,
Challenge 17 (18,000 XP) speak with animals
2nd level (3 slots): animal messenger, gust of wind,
Special Equipment. Brinhda wears a ring of resistance (cold) spike growth
and wields a weapon she is most proud of, her flame 3rd level (3 slots): call lightning, meld into stone, plant
tongue (greatsword). growth

Innate Spellcasting. Brihdna’s innate spellcasting ability is Stone Camouflage. Thunderhead has advantage on
Charisma (spell save DC 20, +12 to hit with spell attacks). Dexterity (Stealth) checks made to hide in rocky terrain.
She can cast the following spells, requiring no material
components. ACTIONS
At will: fire bolt (17th level)
Multiattack. Thunderhead makes two Greatclub attacks.
Spellcasting. Thane Brihnda is a 14th-level spellcaster. Her Greatclub. Melee Weapon Attack: +12 to hit, reach 15ft.,
spellcasting ability is Charisma (spell save DC 20, +12 to hit
with spell attacks). She knows the following sorcerer spells. one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Cantrips (at will): acid splash, chill touch, light, mage Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft.,
hand, ray of frost
1st level (4 slots): burning hands, detect magic, one target. Hit: 39 (5d12 + 7) bludgeoning damage. If the
identify, magic missile target is a creature, it must succeed on a DC 20 Strength
2nd level (3 slots): blur, enhance ability, misty step, saving throw or be knocked prone.
scorching ray, suggestion
3rd level (3 slots): dispel magic, fireball, haste REACTIONS
4th level (3 slots): banishment, fire shield
5th level (2 slots): burning rain4, conjure elemental (fire Rock Catching. If a rock or similar object is hurled at
elemental only), dominate person Thunderhead, he can, with a successful DC 10 Dexterity
6th level (1 slot): disintegrate, true seeing saving throw, catch the missile and take no bludgeoning
7th level (1 slot): fire storm, plane shift damage from it.

ACTIONS Golems

Multiattack. Thane Brihnda makes two Greatsword attacks. Mithral Golem
Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Huge construct, unaligned
one target. Hit: 28 (6d6 + 7) slashing damage, plus 7 (2d6) Armor Class 26 (natural armor)
fire damage. Hit Points 276 (24d12 + 120)
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., Speed 60 ft.
one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Blessings of Surtur (1/day). Thane Brihnda gains resistance to STR DEX CON INT WIS CHA
bludgeoning, piercing, and slashing damage, and deals 28 (+9) 20 (+5) 20 (+5) 3 (–4) 11 (+0) 1 (–5)
an additional 4 (1d8) damage with each of her attacks.
The damage type of the extra damage is the same as the Damage Resistances acid
weapon’s damage. These benefits last for 1 minute. Damage Immunities poison, psychic; bludgeoning, piercing,

REACTIONS and slashing from attacks not made with adamantine
Condition Immunities charmed, exhaustion, frightened,
Rock Catching. If a rock or similar object is hurled at Thane

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paralyzed, petrified, poisoned d10 Head Breath Weapon
Senses darkvision 120 ft., passive Perception 10 Color
Languages understands the languages of its creator but 1–2 Black 40-foot long, 5-foot wide line of acid
3–4 Blue 40-foot long, 5-foot wide line of lightning
can’t speak 5–6 Green 20-foot cone of poisonous gas
Challenge 18 (20,000 XP) 7–8 Red 20-foot cone of fire
9–10 White 20-foot cone of cold
Immutable Form. The golem is immune to any spell or effect
that would alter its form. Flyby. The gorgimera doesn’t provoke an opportunity attack
when it flies out of an enemy’s reach.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects. Keen Smell. The gorgimera has advantage on Wisdom
(Perception) checks that rely on smell.
Magic Weapons. The golem’s weapon attacks are magical.
Fluid Form. The golem can use a bonus action to take on Charge. If the gorgimera moves at least 20 feet straight
towards a creature and then hits with a gore attack on
a form like liquid silver. When in this form, the golem’s the same turn, the target takes an extra 9 (2d8) piercing
reach becomes 30 ft. and it gains resistance to magical damage. If the target is a creature, it must succeed on a
bludgeoning damage and vulnerability to cold damage. DC 14 Strength saving throw or be pushed up to 10 feet
When in this form, the golem can move through a space away and knocked prone.
as narrow as 1 inch wide without squeezing. The golem
may return to its original form as a bonus action. ACTIONS
Evasion. If the golem is subjected to an effect that allows
it to make a Dexterity saving throw to take only half
damage, the golem instead takes no damage if it
succeeds on the saving throw, and only half damage if it
fails.

ACTIONS Multiattack. The gorgimera makes two Claws, two Bites and
one Gore attack. It can use its two breath weapons in
Multiattack. The golem makes three Slam attacks. place of the bite attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
target. Hit: 31 (4d10 + 9) bludgeoning damage. Hit: 17 (3d8 + 4) piercing damage.

War Golem Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Large construct, unaligned
The war golem uses the statistics of either the stone golem or the iron Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
golem but has a magical weapon strapped it, giving it one of the following target. Hit: 13 (2d8 + 4) piercing damage.
additional action options:
Lightning Blaster. The golem fires a bolt of lightning in a 60-foot line Dragon Breath (recharge 5–6). The dragon head exhales
that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity its breath based on the results from the table above.
saving throw, taking 17 (5d6) points of lightning damage on a failure, or Each creature in the area affected must make a DC 18
half as much damage on a successful one. Dexterity saving throw, taking 31 (7d8) damage on a
Fireball Cannon (recharge 4–6). The golem fires its cannon and failed save, of half as much on a successful one. Damage
chooses a point within 150 feet of it that the golem can see. Flames erupt type determined by the table above.
from that point in a 20-foot radius sphere, and each creature within that
area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire Gorgon Breath. (recharge 5–6). The gorgon head exhales
damage on a failure, or half as much damage on a successful one. petrifying gas in a 30-foot cone. Each creature in that
Cold Cannon (recharge 4–6). The golem fires an icy blast in a 60-foot area must succeed on a DC 18 Constitution saving throw.
cone. Each creature in that area must make a DC 17 Constitution saving On a failed save, a target begins to turn to stone and is
throw, taking 36 (8d8) points of cold damage on a failure, or half as much restrained. The restrained target must repeat the saving
damage on a successful one. throw at the end of its next turn. On a success, the effect
ends on the target. On a failure, the target is petrified until
Gorgimera freed by the greater restoration spell or other magic.

Large monstrosity, neutral Gray Nisp
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48) Large fey, chaotic neutral
Speed 40 ft., fly 50 ft. Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 19 (+4) 5 (–3) 12 (+1) 7 (–2)

STR DEX CON INT WIS CHA Senses darkvision 60 ft., tremorsense 180 ft.
19 (+4) 13 (+1) 19 (+4) 4 (–3) 13 (+1) 10 (+0) Languages Gray Nisp
Challenge 6 (2,300 XP)
Saving Throws Dex +6, Con +9
Skills Perception +11 Keen Scent. A gray nisp can taste blood in the surrounding
Senses darkvision 60 ft., passive Perception 21 water from a distance of up to 1 mile.
Languages Draconic
Challenge 13 (10,000 XP) Innate Spellcasting. A gray nisp can use the following spell-
like abilities, using Wisdom as its casting ability (spell save
Roll a d10 and refer to the table below for the color of the DC 12, +4 to hit with spell attacks). The gray nisp doesn’t
gorgimera’s dragon head. need material components to use these abilities.
At will: confusion, detect thoughts, minor illusion
(auditory only), hold monster, slow

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Water Dependent. A gray nisp can survive out of water for Guardian Naga, Fiendish
only 10 minutes. After that, it begins suffocating.
Large monstrosity, lawful evil
ACTIONS Armor Class 18 (natural armor)
Hit Points 170 (20d10 + 60)
Multiattack. A gray nisp makes one Bite attack and two Speed 40 ft.
Claw attacks.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 9 (1d12 + 3) piercing damage. 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+2)

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Saving Throws DEX +8, CON +7, INT +7, WIS +8, CHA +8
creature. Hit: 8 (1d10 + 3) slashing damage. If both claws Damage Resistances cold; bludgeoning, piercing, and
hit the same target, it takes an additional 8 (1d10 + 3)
slashing damage. slashing from nonmagical attacks not made with silver
Damage Immunities fire, poison
Grumby the Teddy Bear Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 15
Tiny construct, lawful evil Languages Common, Infernal
Armor Class 6 Challenge 12 (8,400 XP)
Hit Points 1 (1d4 – 1)
Speed 10 ft.

STR DEX CON INT WIS CHA Rejuvenation. If it dies, the naga returns to life in 1d6 days
3 (–4) 3 (–4) 8 (–1) 18 (+4) 18 (+4) 18 (+4) and regains all its hit points. Only a wish spell can prevent
this trait from functioning.
Skills Deception +8, Persuasion +8, Stealth +0
Damage Immunities cold, poison, psychic, thunder; Spellcasting. The naga is an 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit
bludgeoning, piercing, and slashing from nonmagical with spell attacks), and it needs only verbal components
attacks to cast its spells. It has the following cleric spells prepared:
Condition Immunities charmed, exhaustion, frightened, Cantrips (at will): mending, sacred flame, thaumaturgy
paralyzed, petrified, poisoned 1st level (4 slots): command, inflict wounds, shield of faith
Senses passive Perception 14 2nd level (3 slots): calm emotions, hold person
Languages understands Common and Infernal but can’t 3rd level (3 slots): bestow curse, clairvoyance
speak, telepathy 30 ft. 4th level (3 slots): banishment, freedom of movement
Challenge 1/8 (25 XP) 5th level (2 slots): flame strike, geas
6th level (1 slot): true seeing

True Name Tag. Sewn on a small tag inside Grumby the ACTIONS
Teddy Bear is the true name of Lucifer (or another
powerful devil, at the DM’s discretion), which could give Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
the possessor great power over such a creature. creature. Hit: 9 (1d10 + 4) piercing damage, and the
target must make a DC 17 Constitution saving throw,
ACTIONS taking 55 (10d10) poison damage on a failed save, or half
as much damage on a successful one.
Bite. Melee Weapon Attack: –2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Spit Poison. Ranged Weapon Attack: +8 to hit, range
15/30 ft., one creature. Hit: The target must make a DC
Charming Gaze. Grumby the Teddy Bear fixes his adorable 17 Constitution saving throw, taking 55 (10d10) poison
gaze on one creature within 30 feet of him. If that creature damage on a failed save, or half as much damage on a
can see him, it must succeed on a DC 16 Wisdom saving successful one.
throw or be charmed by Grumby the Teddy Bear, who
then uses his telepathy to persuade the charmed creature Gutslug
to help him return to his dark master Lucifer in the Nine
Hells. A charmed creature may repeat its saving throw at Medium beast, unaligned
the end of each of its turns, ending the condition on itself Armor Class 15 (natural armor)
on a success. Hit Points 52 (8d8 + 16)
Speed 20 ft., fly 50 ft.
Mark of Lucifer. Grumby the Teddy Bear focuses on a
creature within 5 feet of him. The target must make a DC STR DEX CON INT WIS CHA
16 Wisdom saving throw. On a failed save, the creature 14 (+2) 16 (+3) 15 (+2) 2 (–4) 10 (+0) 3 (–4)
is marked with an invisible sign of Lucifer. Even those
with truesight or similar ability to see invisible things must Skills Stealth +3
succeed on a DC 18 Intelligence check in order to notice Damage Immunities poison
the mark, but it is visible and obvious to any devil. Devils Condition Immunities blinded, charmed, deafened,
will be instinctively hostile to the creature and receive
a +1 on their attack rolls versus the creature. Lucifer frightened, poisoned
himself might take great interest in those so marked. The Senses blindsight 50 ft. (blind beyond this radius), passive
mark may only be removed by a creature aware of its
existence casting a remove curse, greater restoration, or Perception 10
wish spell. Languages —
Challenge 2 (450 XP)

Salt Vulnerability. The gutslug’s slimy skin makes it vulnerable
to contact with salt. It takes 9 (2d8) necrotic damage
each time it is hit with a cup or more of salt.

432

ACTIONS constrict another target.
Sting. Melee Weapon Attack: +15 to hit, reach 15 ft., one
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage, and the target target. Hit: 20 (3d8 + 8) piercing damage, and the target
is grappled (escape DC 15). Until the grapple ends, the must make a DC 23 Constitution saving throw, taking 55
target is restrained. (10d10) poison damage on a failed save, or half as much
damage on a successful one.

BONUS ACTIONS LEGENDARY ACTIONS

Blood Drain. The gutslug can drain blood from any creature The ha-naga can take 3 legendary actions, choosing from
it has grappled, dealing 7 (3d4) necrotic damage. the options below. Only one legendary action can be
used at a time and only at the end of another creature’s
Ha-Naga turn. The ha-naga regains spent legendary actions at the
start of his turn.
Gargantuan aberration, chaotic evil
Armor Class 19 (natural armor) Constrict. The ha-naga makes one Constrict attack.
Hit Points 350 (20d20 + 140) Sting. The ha-naga makes one Sting attack.
Speed 60 ft., fly 120 ft. Move. The ha-naga moves up to its speed without provoking

STR DEX CON INT WIS CHA attacks of opportunity.

27 (+8) 22 (+6) 25 (+7) 25 (+7) 21 (+5) 27 (+8) Half-Ogre Enforcer

Saving Throws Dex +13, Con +14, Int +14, Wis +12, Cha +15 Large giant (half-ogre), neutral evil
Skills Arcana +14, Deception +15, History +14, Insight +12, Armor Class 18 (+1 chain mail armor)
Hit Points 102 (12d10 + 36)
Perception +12, Religion +14, Stealth +13 Speed 30 ft.
Damage Immunities poison
Condition Immunities charmed, poisoned STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 22 17 (+3) 13 (+1) 16 (+3) 8 (–1) 10 (+0) 10(+0)
Languages Abyssal, Common
Challenge 22 (41,000 XP) Saving Throws Str +6, Con +6
Skills Intimidation +3, Perception +3, Survival +2
Rejuvenation. If it dies, the ha-naga returns to life in 1d6 days Senses darkvision 60 ft., passive Perception 10
and regains all its hit points. Only a wish spell can prevent Languages Common, Giant
this trait from functioning. Challenge 6 (2,300 XP)

Legendary Resistance (3/day). If the ha-naga fails a saving Action Surge (recharges after a short or long rest). The half-
throw, it can choose to succeed instead. ogre enforcer may make one additional action on its turn
on top of its normal action (and possible bonus action).
Chameleon Skin. The ha-naga has advantage on Dexterity
(Stealth) checks made to hide. Defense. The half-ogre enforcer gains +1 to its AC while
wearing armor (included above)
Innate Spellcasting. The ha-naga’s innate spellcasting ability
is Charisma (spell save DC 23). It can innately cast the Great Weapon Fighting When the half-ogre enforcer rolls a
following spells, and it needs only verbal components to 1 or a 2 on a damage die for an attack it makes with a
cast its spells. melee weapon that it is wielding with two hands, it may
At will: charm person, detect thoughts, suggestion reroll the die and must use the new roll.
3/day each: dominate person, mass suggestion
Improved Critical. The half-ogre enforcer’s weapon attacks
Spellcasting. The ha-naga is a 20th-level spellcaster. Its score a critical hit on a roll of 19 or 20.
spellcasting ability is Charisma (spell save DC 23, +15 to hit
with spell attacks), and it needs only verbal components Special Equipment. The half-ogre enforcer possesses a lesser
to cast its spells. It has the following sorcerer spells brazen amulet and a potion of superior healing.
prepared:
Cantrips (at will): acid splash, fire bolt, mage hand, ACTIONS
minor illusion, prestidigitation, ray of frost
1st level (4 slots): detect magic, fog cloud, magic Multiattack. The half-ogre enforcer may make two melee or
missile two ranged weapon attacks.
2nd level (3 slots): darkness, hold person
3rd level (3 slots): lightning bolt, stinking cloud +1 Great Sword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
4th level (3 slots): confusion, polymorph one target. Hit: 14 (3d6 + 4) slashing damage.
5th level (3 slots): cloudkill, telekinesis
6th level (2 slots): circle of death Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5
7th level (2 slots): teleport ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing
8th level (1 slot): power word stun damage.
9th level (1 slot): meteor swarm
BONUS ACTIONS

ACTIONS Second Wind (recharges after a short or long rest). The half-
ogre enforcer may regain 1d10 + 8 hit points.

Multiattack. The ha-naga makes one Constrict attack and
one Sting attack.

Constrict. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 22 (4d6 + 8) bludgeoning damage and
the target is grappled (escape DC 23). Until this grapple
ends, the creature is restrained, and the ha-naga can’t

433

Handmaiden of Kal’Ay-Mah Slowed by Darkness. Spells that engulf the hangman tree in
darkness affect it as the slow spell for 1d4 rounds.
Large aberration, lawful evil
Armor Class 18 (natural armor) Vines. The vines of a hangman tree have AC 15 and 10
Hit Points 161 (14d10 + 84) hit points. Only slashing damage affects them. Damage
Speed 40 ft. done to a vine is not subtracted from the hangman tree’s
overall total and does not reduce its number of vine
STR DEX CON INT WIS CHA attacks (the tree has plenty of vines to replace any that
22(+6) 17 (+3) 22 (+6) 16 (+3) 16 (+3) 19 (+4) are severed).

Saving Throws Dex +7, Wis +7, Cha +8 ACTIONS
Skills Intimidation +9, Perception +7, Stealth +7
Damage Resistances bludgeoning, piercing and slashing Multiattack. A hangman tree makes four Vine attacks.
Vine. Melee Weapon Attack: +11 to hit, reach 15 ft., one
from nonmagical attacks
Damage Immunities poison creature. Hit: 13 (1d12 + 7) bludgeoning damage and
Condition Immunities frightened the target must make a successful DC 16 Dexterity
Senses darkvision 60 ft., passive Perception 17 saving throw or be grappled (escape DC 16). While the
Languages telepathy 100 ft. creature is grappled, it is restrained, can’t speak or cast
Challenge 12 (8,400 XP) spells with verbal components, and must succeed on a
DC 16 Strength saving throw at the beginning of its turn
Innate Spellcasting. The handmaiden of Kal’Ay-Mah’s innate or be hung by its neck, take 13 (1d12 + 7) bludgeoning
spellcasting ability is Charisma (spell save DC 17, +9 to hit damage, and be unable to breathe.
with spell attacks). It can innately cast the following spells, Hallucinatory Spores (recharge 4–6). Each creature within a
with no need for material components: 50 ft. sphere centered on the tree must make a successful
At will: fear, inflict wounds (3rd level spell slot), see DC 16 Wisdom saving throw or be charmed by the tree
invisibility, teleport (self only) for 2d6 minutes. A charmed creature believes the tree to
3/day each: harm, shatter be of some ordinary sort (or to be a treant or other friendly
1/day each: circle of death, disintegrate tree creature). An affected creature won’t attack the
hangman tree for any reason while charmed. A successful
Magic Resistance. The handmaiden of Kal’Ay-Mah has saving throw renders a creature immune to this tree’s
advantage on saving throws versus spells and other hallucinatory spores for 24 hours.
magical effects.
Hariph Hondu Kush
ACTIONS
Medium humanoid (hobgoblin), lawful evil
Multiattack. The handmaiden of Kal’Ay-Mah makes four Armor Class 20 (+1 breastplate of fire resistance2, shield)
Longsword attacks and one Bite attack. Hit Points 90 (12d8 + 36)
Speed 30 ft.
Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage. STR DEX CON INT WIS CHA

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 16 (+3) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
target. Hit: (1d8 + 6) piercing damage. The target must
make a DC 17 Constitution saving throw. On a failed save, Saving Throws Con +5, Wis +5
the target takes 14 (4d6) poison damage and is poisoned Senses darkvision 60 ft., passive Perception 12
until the end of the handmaiden of Kal’Ay-Mah’s next Languages Common, Goblin
turn. A target that successfully saves takes half as much Challenge 4 (1,100 XP)
poison damage and is not poisoned.
Unholy Strike. Once on each of Hondu Kush’s turns when he
Hangman Tree, Greater hits a creature with a weapon attack, he can cause the
attack to deal an extra 4 (1d8) necrotic damage to the
Gargantuan plant, neutral evil target.
Armor Class 20 (natural armor)
Hit Points 248 (16d20 + 80) Spellcasting. Hondu Kush is a 3rd-level spellcaster. His
Speed 10 ft. spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). He has the following cleric spells
STR DEX CON INT WIS CHA prepared:
24 (+7) 7 (–2) 20 (+5) 8 (–1) 14 (+2) 10 (+0) Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): bane, cure wounds, protection from
Damage Vulnerabilities lightning evil and good
Damage Resistances bludgeoning and piercing 2nd level (2 slots): blindness/deafness, enhance ability
Damage Immunities psychic
Condition Immunities charmed, frightened, prone, stunned, ACTIONS

unconscious Multiattack. Hondu Kush makes two attacks with his flaming
Senses darkvision 60 ft., passive Perception 12 longsword2.
Languages Common
Challenge 9 (5,000 XP) Flaming Longsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 4) slashing damage and 3
Paralyzed by Cold. A hangman tree is paralyzed for 1 round (1d6) fire damage.
if it fails a Constitution saving throw after taking cold
damage. The DC of the saving throw equals 10 or half the
damage it takes, whichever is greater.

434

Hawanari Heart of Nyal’oz

Large elemental, lawful evil Huge monstrosity, chaotic evil
Armor Class 17 (natural armor) Armor Class 21 (natural armor)
Hit Points 230 (20d10 + 120) Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 90 ft. Speed 0 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22(+6) 14 (+2) 23 (+6) 16 (+3) 16 (+3) 18 (+4)
18 (+4) 17 (+3) 22 (+6) 24 (+7) 24 (+7) 24 (+7)

Saving Throws Dex +7, Int +8, Wis +8, Cha +9 Saving Throws Con +12, Wis +13, Int +13, Chr +13
Damage Resistances fire, lightning, thunder Damage Resistances cold, fire; bludgeoning, piercing, and
Senses darkvision 120 ft., passive Perception 13
Languages Auran, Ignan, telepathy 120 ft. slashing from nonmagical attacks not made with silver
Challenge 13 (10,000 XP) Damage Immunities acid, lightning
Condition Immunities blinded, prone
Action Surge (recharges after a short or long rest). The Skills Arcana +13, Deception +13, History +13, Insight +13,
hawanari may make one additional action on its turn on
top of its normal action (and possible bonus action). Perception +13, Persuasion +13, Survival +13
Senses darkvision 60 ft., tremorsense 120 ft., passive
Elemental Demise. If the hawanari dies, its body
disintegrates in a flash of fire and gust of hot wind, leaving Perception 23
behind only equipment the hawanari was wearing or Languages telepathy 120 ft.
carrying. Challenge 17 (18,000 XP)

Improved Critical. The hawanari’s weapon attacks score a Legendary Resistance (3/day). If Heart of Nyal’oz fails a
critical hit on a roll of 19 or 20. saving throw, it can choose to succeed instead.

Innate Spellcasting. The hawanari’s innate spellcasting Innate Spellcasting. Heart of Nyal’oz’s innate spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell ability is Intelligence (spell save DC 21). It can innately cast
attacks). It can innately cast the following spells, with no the following spells, requiring no material components.
need for material components: At will: detect thoughts
At will: detect evil and good, detect magic, 3/day each: hold person, confusion
thunderwave 1/day: mind blank
3/day each: create food and water (can create wine
instead of water), enlarge/reduce, tongues, wind ACTIONS
walk
1/day each: conjure elemental (air or fire elemental Multiattack. Heart of Nyal’oz makes six Tendril attacks.
only), creation, gaseous form, invisibility, major Tendril. Melee Weapon Attack: +10 to hit, reach 20 ft., one
image, plane shift, wall of fire
target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target
ACTIONS is Large or smaller, it is grappled (escape DC 18) and
restrained until the grapple ends.
Multiattack. The hawanari makes three Scimitar attacks or Mind Thrust. Heart of Nyal’oz targets one creature it can
uses its Hurl Flame twice. see within 60 feet of it. The target must succeed on a DC
19 Intelligence saving throw or take 55 (10d10) psychic
+1 Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., damage.
one target. Hit: 14 (2d6 + 7) slashing damage plus 5 (1d6 +
2) fire, lightning, or thunder damage (hawanari’s choice). LEGENDARY ACTIONS

Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one Heart of Nyal’oz can take 3 legendary actions, choosing
target. Hit: 17 (5d6) fire damage. from the options below. Only one legendary action
can be used at a time and only at the end of another
Create Whirlwind: A 5-foot-radius, 30-foot-tall cylinder of creature’s turn. Heart of Nyal’oz regains spent legendary
swirling air magically forms on a point the hawanari can actions at the start of its turn.
see within 120 feet of it. The whirlwind lasts as long as the
hawanari maintains concentration (as if concentrating Tendrils. Heart of Nyal’oz makes two Tendril attacks.
on a spell). Any creature but the hawanari that enters Mind Thrust (costs 2 actions). Heart of Nyal’oz targets one
the whirlwind must succeed on a DC 18 Strength saving
throw or be restrained by it. The hawanari can move creature with Mind Thrust.
the whirlwind up to 60 feet as an action, and creatures Psychic Storm (costs 3 actions). Heart of Nyal’oz emits
restrained by the whirlwind move with it. The whirlwind
ends if the hawanari loses sight of it. psychic energy in a 30-foot radius centered on it.
Each creature in that area must succeed on a DC 19
A creature can use its action to free a creature restrained Intelligence saving throw or take 27 (5d10) psychic
by the whirlwind, including itself, by succeeding on a DC damage and be stunned for 1 minute. A creature can
18 Strength check. If the check succeeds, the creature repeat the saving throw at the end of each of its turns,
is no longer restrained and moves to the nearest space ending the effect on itself on a success.
outside the whirlwind.

BONUS ACTIONS

Second Wind (recharges after a short or long rest). The
hawanari may regain 1d10 + 15 hit points.

435

Hezoid BONUS ACTIONS

Gargantuan celestial (titan), chaotic good Second Wind (recharges after a short or long rest). Hezoid
Armor Class 23 (natural armor, +2 breastplate) may regain 1d10 + 15 hit points.
Hit Points 656 (32d20 + 320)
Speed 80 ft. Hobgoblin Captain

STR DEX CON INT WIS CHA Medium humanoid (hobgoblin), lawful evil
Armor Class 19 (half plate, shield)
30 (+10) 10 (+0) 30 (+10) 15 (+2) 27 (+8) 23 (+6) Hit Points 82 (11d8 + 33)
Speed 30 ft.
Saving Throws Str +17, Int +9, Wis +15, Cha +13
Skills Athletics +17, Insight +15, Intimidation +13, Persuasion STR DEX CON INT WIS CHA

+13 16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 13 (+1)
Damage Resistances fire
Damage Immunities poison; bludgeoning, piercing, and Saving Throws Int +4, Wis +4, Cha +4
Senses darkvision 60 ft., passive Perception 11
slashing from nonmagical attacks Languages Common, Goblin
Condition Immunities frightened, poisoned Challenge 5 (1,800 XP)
Senses truesight 120 ft., passive Perception 18
Languages all, telepathy 300 ft.
Challenge 24 (62,000 XP)

Action Surge (recharges after a short or long rest). Hezoid Martial Advantage. Once per turn, the hobgoblin captain
may make one additional action on his turn on top of his can deal an extra 14 (4d6) damage to a creature it hits
normal action (and possible bonus action). with a weapon attack if that creature is within 5 feet of an
ally of the hobgoblin that isn’t incapacitated.
Great Weapon Fighting. When Hezoid rolls a 1 or a 2 on
a damage die for an attack he made with a melee ACTIONS
weapon that he is wielding with two hands, he may reroll
the die and must use the new roll. Multiattack. The hobgoblin captain makes three melee
attacks or two ranged attacks.
Improved Critical. Hezoid’s weapon attacks score a critical
hit on a roll of 19 or 20. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Innate Spellcasting. Hezoid’s spellcasting ability is Wisdom slashing damage if used with two hands.
(spell save DC 23, +15 to hit with spell attacks). He can
innately cast the following spells, requiring no material Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft.,
components: one target. Hit: 8 (2d4 + 3) bludgeoning damage and the
At will: divination, dispel magic, dominate person, target must succeed on a DC 14 Strength saving throw or
levitate, mind blank, sending be knocked prone.
3/day: bestow curse, chain lightning, scrying, heal,
mass suggestion Javelin. Melee or Ranged Weapon Attack: +6 to hit, range
1/day: freedom of movement, planar ally, meteor 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
swarm
REACTIONS
Magic Resistance. Hezoid has advantage on saving throws
against spells and other magical effects. Parry. The hobgoblin captain adds 3 to its AC against one
melee attack that would hit it. To do so, it must see the
Memory Loss. Hezoid has had all memories of his life before attacker and be wielding a melee weapon.
coming to the City of Brass erased. If his brass slave
collar is removed and those memories are restored, his Hobgoblin Lieutenant
Intelligence becomes 20.
Medium humanoid (hobgoblin), lawful evil
Ring of Fire Resistance. Hezoid possesses a ring of resistance Armor Class 17 (scale mail, shield)
(fire). Hit Points 39 (6d8 + 12)
Speed 30 ft.
Trampling Charge. If Hezoid moves at least 40 feet straight
toward a target and then hits it with a melee attack on STR DEX CON INT WIS CHA
the same turn, that target must succeed on a DC 24
Strength saving throw or be knocked prone. If the target is
prone, Hezoid can make one Stomp attack against it as a
bonus action.

ACTIONS 16 (+3) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

Multiattack. Hezoid makes two weapon attacks. Senses darkvision 60 ft., passive Perception 10
Maul of Hezoid2. Melee or Ranged Weapon Attack: +20 Languages Common, Goblin
Challenge 3 (700 XP)
to hit, reach 30 ft. or range 60/180 ft., one target. Hit: 44
(7d8 + 13) bludgeoning damage. Critical hits inflict 4 (1d8) Martial Advantage. Once per turn, the hobgoblin lieutenant
additional thunder damage. can deal an extra 10 (3d6) damage to a creature it hits
Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one with a weapon attack if that creature is within 5 feet of an
target. Hit: 23 (3d8 + 10) bludgeoning damage. ally of the hobgoblin that isn’t incapacitated.
Stomp. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 32 (4d10 + 10) bludgeoning damage, and all ACTIONS
creatures within 20 feet of Hezoid must succeed on a DC
20 Dexterity saving throw or be knocked prone as Hezoid Multiattack. The hobgoblin lieutenant makes two melee
causes the ground to heave. attacks.

436

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Arcanist
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands. Medium humanoid (any), any alignment
Armor Class 13
Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit Points 66 (12d8 + 12)
one target. Hit: 5 (1d4 + 3) bludgeoning damage. Speed 30 ft.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, range STR DEX CON INT WIS CHA
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
10 (+0) 16 (+3) 12 (+1) 19 (+4) 15 (+2) 14 (+2)
Humans and the Like
Saving Throws Int +7, Wis +5
Apprentice Druid Skills Arcana +10, History +7, Perception +5
Senses darkvision 60 ft., passive Perception 15
Medium humanoid (any race), any neutral alignment Languages Common, Elvish, Ignan
Armor Class 11 Challenge 8 (3,900 XP)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA Changeable Illusions. When the arcanist casts an illusion
spell with a duration greater than 1 round, it can use an
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) action to modify the form of that illusion.

Skills Medicine +4, Nature +3, Perception +4 Illusory Double (recharge 6). When the arcanist is targeted
Senses passive Perception 14 by an attack, it creates a temporary illusionary copy of
Languages Druidic plus any two languages itself. The illusion is hit by the attack instead of the arcanist.
Challenge 1/2 (100 XP)
Persistent Illusions. When the arcanist casts an illusion spell
Spellcasting. The apprentice druid is a 2nd-level spellcaster. with a duration greater than 1 round which requires
Its spellcasting ability is Wisdom (spell save DC 12, +4 concentration, the spell will continue for 1 round for every
to hit with spell attacks). It has the following druid spells four caster levels of the arcanist, even after concentration
prepared. ends. This ability can extend the duration of an illusion
Cantrips (at will): druidcraft, produce flame, shillelagh beyond its normal limit but does not function if the arcanist
1st level (3 slots): entangle, longstrider, speak with is unconscious or dead.
animals, thunderwave
Spellcasting. The arcanist is a 12th level spellcaster. The arcanist’s
ACTIONS spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). It has the following spells prepared:
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with Cantrips (at will): dancing lights, fire bolt, light, mage
shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning hand, minor illusion, prestidigitation
damage, 4 (1d8) bludgeoning damage if wielded with 1st level (4 slots): charm person, disguise self, fog cloud,
two hands, or 6 (1d8 + 2) bludgeoning damage with silent image, unseen servant
shillelagh. 2nd level (3 slots): blur, invisibility, mirror image, misty
step, suggestion
Apprentice Mage 3rd level (3 slots): counterspell, hypnotic pattern,
lightning bolt, major image
Medium humanoid (any), any alignment 4th level (3 slots): greater invisibility, phantasmal killer,
Armor Class 10 (13 with mage armor) resilient sphere, stoneskin
Hit Points 9 (2d8) 5th level (2 slots): cone of cold, creation, seeming
Speed 30 ft. 6th level (1 slot): programmed illusion

ACTIONS

STR DEX CON INT WIS CHA Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6) bludgeoning damage or 5 (1d8)
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0) bludgeoning damage if used with two hands.

Skills Arcana +4, History +4 Archpriest
Senses passive Perception 10
Languages any one language (usually Common) Medium humanoid (any race), any alignment
Challenge 1/4 (50 XP) Armor Class 18 (breastplate, shield)
Hit Points 180 (24d8 + 72)
Speed 30 ft.

Spellcasting. The apprentice mage is a 1st-level spellcaster. STR DEX CON INT WIS CHA
Its spellcasting ability is Intelligence (spell save DC 12, +4
to hit with spell attacks). It has the following wizard spells 13 (+1) 14 (+2) 17 (+3) 18 (+4) 21 (+5) 18 (+4)
prepared:
Cantrips (at will): fire bolt, mending, prestidigitation Saving Throws Con +8, Wis +10, Cha +9
1st level (2 slots): burning hands, mage armor, shield Skills Insight +10, Medicine +10, Persuasion +9, Religion +9
Senses passive Perception 15
ACTIONS Languages any four languages
Challenge 16 (15,000 XP)
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing Command the Faithful. As a bonus action, the archpriest
damage. commands an ally within 30 feet to use its reaction to

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make one attack against a creature within 15 feet of the ACTIONS
archpriest.
Spellcasting. The archpriest is a 14th-level spellcaster. Its Multiattack. A bandit lord makes three melee or ranged
spellcasting ability is Wisdom (spell save DC 18, +10 to hit attacks.
with spell attacks). The archpriest has the following cleric
spells prepared: Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage.
Cantrips (at will): guidance, light, resistance, sacred
flame, thaumaturgy Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
1st level (4 slots): command, cure wounds, inflict damage.
wounds, shield of faith
Leadership (recharges after a short or long rest). For 1
2nd level (3 slots): blindness/deafness, hold person, minute, the bandit lord can utter a special command or
spiritual weapon warning whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or a saving throw.
3rd level (3 slots): beacon of hope, bestow curse, The creature can add a d4 to its roll provided it can hear
dispel magic, mass healing word and understand the bandit lord. A creature can benefit
from only one Leadership die at a time. This effect ends if
4th level (3 slots): banishment, freedom of movement, the bandit lord is incapacitated.
guardian of faith
The bandit lord can be found in Tome of Beasts by Kobold Press.
5th level (2 slots): flame strike, insect plague, mass cure
wounds Beastshifter

6th level (1 slot): harm, heal Medium humanoid (any race), any alignment
7th level (1 slot): fire storm Armor Class 17 (studded leather)
Hit Points 58 (9d8 + 18)
ACTIONS Speed 30 ft.

Multiattack. The archpriest makes three Divine Bolt attacks. STR DEX CON INT WIS CHA
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
11 (+0) 16 (+3) 14 (+2) 10 (+0) 18 (+4) 14 (+2)
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
damage. Skills Animal Handling +7, Medicine +7, Nature +6
Divine Bolt. Ranged Spell Attack: +10 to hit, range 120 Perception +7, Survival +7
ft., one target. Hit: 28 (8d6) radiant (good or neutral Senses darkvision 60 ft., passive Perception 17
archpriests) or necrotic (evil archpriests) damage. Languages Common, Druidic, Goblin
Deific Wrath (recharge 5–6). The archpriest calls on its Challenge 6 (2,300 XP)
deity to smite up to three creatures it can see within
60 feet of it. Each target must make a DC 18 Wisdom Spellcasting. The beastshifter’s spellcasting ability is Wisdom
saving throw. On a failure, a target takes 42 (12d6) (spell save DC 15, +7 to hit with spell attacks). It can cast
radiant (good or neutral archpriests) or necrotic (evil the following spells:
archpriests) damage and is paralyzed until the start of Cantrips (at will): bramble whip4, druidcraft, poison
its next turn as it becomes overwhelmed with divine spray, produce flame
might. On a success, a target takes half the damage 1st level (4 slots): cure wounds, faerie fire, fog cloud,
and isn’t paralyzed. longstrider, thunderwave
2nd level (3 slots): barkskin, enhance ability, flame
REACTIONS blade, heat metal
3rd level (3 slots): call lightning, conjure animals, sleet
Rebuke the Unfaithful. When a creature hits the storm, wind wall
archpriest with a melee attack, it must succeed 4th level (2 slots): blight, conjure minor elementals,
on a DC 18 Wisdom saving throw or take 14 (4d6) stoneskin
radiant (good or neutral archpriests) or necrotic (evil
archpriests) damage and be pushed up to 10 feet Primal Strike. While in beast form, the beastshifter’s attacks
away from the archpriest. are considered magical.

Bandit Lord ACTIONS

Medium humanoid (any race), any non-lawful alignment Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Armor Class 16 (breastplate) target. Hit: 5 (ld6 + 2) bludgeoning damage.
Hit Points 91 (14d8 + 28)
Speed 30 ft. Wild Shape (2/day). The beastshifter can take a bonus
action to magically assume the shape of a beast that it
STR DEX CON INT WIS CHA has seen before, provided that the beast has a challenge
rating of 2 or lower, and has no flying speed. It can use this
16 (+3) 15 (+2) 14 (+2) 14 (+2) 11 (+0) 14 (+2) feature twice per day.

Saving Throws Str +5, Dex +4, Wis +2 While in a new form, the beastshifter retains its ability to
Skills Athletics +5, Deception +4, Intimidation +4 speak, and its Intelligence, Wisdom, and Charisma scores.
Senses passive Perception 10 It also retains all of its skill and saving throw proficiencies
Language Any two languages in addition to gaining those of the creature whose form it
Challenge 4 (1,100 XP) assumes. It assumes the Hit Dice, hit points, AC, movement
modes, Strength, Dexterity, and Constitution scores, and
Pack Tactics. The bandit lord has advantage on attack the attack and damage statistics of the beast.
rolls against a creature if at least one of the bandit lord’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.

438

Brigand Leader doesn’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy
Medium humanoid (any race), neutral evil isn’t incapacitated, and the burglar doesn’t have
Armor Class 16 (studded leather, shield) disadvantage on the attack roll.
Hit Points 71 (11d8 + 22)
Speed 30 ft. ACTIONS

STR DEX CON INT WIS CHA Multiattack. The burglar can make two attacks with either its
Shortsword, its Dagger, or its Light Crossbow.
10 (+0) 15 (+2) 14 (+2) 11 (+0) 14 (+2) 10 (+0)
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws Dex +4, Wis +4 target. Hit: 7 (1d6 + 4) piercing damage.
Skills Deception +4, Intimidation +4, Perception +4, Stealth
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach
+4 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
Senses passive Perception 14 damage.
Language Common, Goblin
Challenge 2 (450 XP) Light Crossbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Pack Tactics. The brigand leader has advantage on attack
rolls against a creature if at least one of the brigand Captain
leader’s allies is within 5 feet of the creature and the ally
isn’t incapacitated. Medium humanoid (any race), any alignment
Armor Class 18 (chain mail and shield)
Hit Points 65 (10d8+20)
Speed 30 ft.

ACTIONS

Multiattack. A brigand leader makes three melee attacks: STR DEX CON INT WIS CHA
two with its rapier and one with its dagger.
18 (+4) 10 (+0) 15 (+2) 12 (+1) 12 (+1) 16 (+3)
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage. Saving Throws Str +6, Con +4
Skills Athletics +6, Perception +5, Intimidation +7
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach Senses passive Perception 15
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing Languages Common, Dwarven
damage. Challenge 4 (1,100 XP)

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 Brave. The captain has advantage on all saving throws
ft., one target. Hit: 5 (1d6 + 2) piercing damage. against fear.

REACTIONS Leadership (recharges after a short or long rest). For 1
minute, the captain can utter a special command or
Parry. The brigand leader adds 3 to its AC against one warning whenever a nonhostile creature that it can see
melee attack that would hit it. To do so, the brigand within 30 feet of it makes an attack roll or a saving throw.
leader must see the attacker and be wielding a melee The creature can add a d4 to its roll provided it can hear
weapon. and understand the captain. A creature can benefit from
only one Leadership die at a time. This effect ends if the
Burglar captain is incapacitated.

Medium humanoid (any), any alignment ACTIONS
Armor Class 15 (leather armor)
Hit Points 52 (8d8 + 16) Multiattack. The captain makes three melee attacks.
Speed 30 ft. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one

STR DEX CON INT WIS CHA target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if
used with two hands.
13 (+1) 18 (+4) 15 (+2) 12 (+1) 14 (+2) 10 (+0) Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400, one target. Hit: 5 (1d10) piercing damage.
Saving Throws Dex +7, Int +4
Skills Acrobatic +7, Athletics +4, Perception +5, Sleight of Champion Warrior

Hand +7, Stealth +7 Medium humanoid (any race), any alignment
Senses passive Perception 15 Armor Class 20 (plate, shield)
Languages Thieves’ cant plus any two languages Hit Points 135 (18d8 + 54)
Challenge 5 (1,800 XP) Speed 30 ft.

Cunning Action. The burglar can use a bonus action on its STR DEX CON INT WIS CHA
turn to take the Dash, Disengage, Hide, or Use an Object
action. 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Evasion. When the burglar is subjected to an effect that Saving Throws Str +8, Con +7, Wis +5
allows it to make a Dexterity saving throw to take only half Skills Animal Handling +5, Athletics +8, History +4, Insight +5,
damage, it instead takes no damage if the saving throw is
successful, and only half damage if the roll is a failure. Intimidation +4, Perception +5
Senses passive Perception 15
Sneak Attack. Once per turn, the burglar can deal an Languages Common plus one other language
extra 14 (4d6) damage to one creature it hits with an Challenge 9 (5,000 XP)
attack if it has advantage on the attack roll. The attack
must use a finesse or ranged weapon. The burglar 439

Brave. The warrior has advantage on saving throws against Commoner, Greater
being frightened.
Medium humanoid (any), any
Improved Critical. The warrior scores a critical hit with a Armor Class 12
weapon attack on a roll of 19 or 20. Hit Points 39 (6d8 + 12)
Speed 30 ft.
Martial Advantage. Once per turn, the warrior can deal an
extra 18 (4d8) damage to a creature it hits with a weapon STR DEX CON INT WIS CHA
attack if that creature is within 5 feet of an ally of the
warrior’s that isn’t incapacitated. 16 (+3) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

ACTIONS Skills Athletics +5, Survival +3
Senses passive Perception 11
Multiattack. The warrior can make three longsword attacks. Languages Common
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one Challenge 1/2 (100 XP)

target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) ACTIONS
slashing damage if used with two hands to make a melee
attack. Multiattack. The greater commoner makes two Improvised
Light Crossbow. Ranged Weapon Attack: +6 to hit, range Weapon attacks (either melee or ranged).
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Leadership (recharges after a short or long rest). For 1 Improvised Melee Weapon. Melee Weapon Attack: +5 to
minute, the warrior can utter a special command or hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning,
warning whenever a nonhostile creature that it can see piercing, or slashing damage.
within 30 feet of him makes an attack roll or a saving
throw. The creature can add a d4 to its roll provided it can Improvised Ranged Weapon. Ranged Weapon Attack: +5 to
hear and understand the warrior. A creature can benefit hit, range 20 ft., one target. Hit: 5 (1d4 + 3) bludgeoning,
from only one Leadership die at a time. This effect ends if piercing, or slashing damage.
the warrior is incapacitated.
Commoner, Hardy
REACTIONS
Medium humanoid (any), any
Parry. The warrior adds 4 to his AC against one melee attack Armor Class 12
that would hit him. To do so, he must see the attacker and Hit Points 22 (4d8 + 4)
be wielding a melee weapon. Speed 30 ft.

Commander STR DEX CON INT WIS CHA

Medium humanoid (any race), any alignment 14 (+2) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Armor Class 19 (splint, shield)
Hit Points 110 (17d8+34) Skills Athletics +4, Survival +2
Speed 30 ft. Senses passive Perception 11
Languages Common
STR DEX CON INT WIS CHA Challenge 1/4 (50 XP)

19 (+4) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 12 (+1) ACTIONS

Saving Throws Str +7, Con +5 Improvised Melee Weapon. Melee Weapon Attack: +4 to
Skills Animal Handling +5, Athletics +7, Insight +5, Perception +5 hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning,
Senses passive Perception 15 piercing, or slashing damage.
Languages Common, Dwarven
Challenge 5 (1,800 XP) Improvised Ranged Weapon. Ranged Weapon Attack: +4 to
hit, range 20 ft., one target. Hit: 4 (1d4 + 2) bludgeoning,
Indomitable (1/day). The commander rerolls a failed saving piercing, or slashing damage.
throw.
Eldritch Archer
Second Wind (recharges after a short or long rest). As a
bonus action, the commander can regain 10 hit points. Medium humanoid (elf), neutral
Armor Class 16 (chain mail)
Leadership (recharges after a short or long rest). For 1 Hit Points 88 (16d8 + 16)
minute, the commander can utter a special command or Speed 30 ft.
warning whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or a saving throw. STR DEX CON INT WIS CHA
The creature can add a d4 to its roll provided it can hear
and understand the commander. A creature can benefit 12 (+1) 20 (+5) 13 (+1) 16 (+3) 16 (+3) 12 (+1)
from only one Leadership die at a time. This effect ends if
the commander is incapacitated.

ACTIONS Saving Throws Dex +8, Int +6
Skills Perception +6, Stealth +8, Survival +6
Multiattack. The commander makes three melee attacks. Senses darkvision 60 ft., passive Perception 16
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Languages Common, Elven
Challenge 7 (2,900 XP)
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands. Eldritch Arrow. Once per turn, the eldritch archer can apply
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range an eldritch effect to an arrow fired from its longbow. The
100/400, one target. Hit: 6 (1d10 + 1) piercing damage. eldritch effect does 4 (1d8) damage. The damage type

440

can be either acid, cold, fire, lightning, or poison. 8th level (1 slot): control weather
Fey Ancestry. The elf has advantage on saving throws 9th level (1 slot): meteor swarm

against being charmed, and magic can’t put the elf to ACTIONS
sleep.
Keen Hearing and Sight. The elf has advantage on Wisdom Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach
(Perception) checks related to hearing or sight. 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Spellcasting. The eldritch archer is a 5th-level spellcaster. Its damage.
spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). It can cast the following spells: Elemental Bolt. Ranged Spell Attack: +10 to hit, range 120 ft.,
one target. Hit: 28 (8d6) damage of the type chosen with
Cantrips (at will): fire bolt, mage hand, mending, Elemental Flexibility, and the target must succeed on a DC 18
prestidigitation Constitution saving throw or have disadvantage on its next
saving throw against a spell cast by the elemental overlord.
1st level (4 slots): burning hands, expeditious retreat,
shield LEGENDARY ACTIONS

2nd level (3 slots): darkness, enhance ability, silence The elemental overlord can take 3 legendary actions,
3rd level (2 slots): blink, gaseous form choosing from the options below. Only one legendary
action can be used at a time and only at the end of
ACTIONS another creature’s turn. The overlord regains spent
legendary actions at the start of its turn.
Multiattack. The eldritch archer makes two melee or three
ranged weapon attacks. Cantrip. The elemental overlord casts a cantrip.
Move. The elemental overlord moves up to half its speed
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage. without provoking opportunity attacks.
Elemental Bolt (costs 2 actions). The elemental overlord
+2 Longbow. Ranged Weapon Attack: +10 to hit, range
150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage. makes one Elemental Bolt attack.
Power Uncontained (costs 3 actions). The elemental overlord
Elemental Overlord
releases a burst of elemental energy. Each creature within
Medium humanoid (any race), any alignment 20 feet of it must make a DC 18 Dexterity saving throw.
Armor Class 13 (16 with mage armor) On a failure, a creature takes 21 (6d6) force damage
Hit Points 165 (30d8 + 30) and is pushed up to 10 feet away and knocked prone.
Speed 30 ft. On a success, a creature takes half the damage and isn’t
pushed or knocked prone.
STR DEX CON INT WIS CHA
Emeritus Chaplain
10 (+0) 16 (+3) 13 (+1) 14 (+2) 15 (+2) 21 (+5)
Medium humanoid (any race), any alignment
Saving Throws Dex +8, Con +6, Cha +10 Armor Class 17 (breastplate, shield)
Skills Arcana +7, Intimidation +10, Persuasion +10 Hit Points 135 (18d8 + 54)
Damage Immunities varies (see Elemental Flexibility) Speed 30 ft.
Senses passive Perception 12
Languages any three languages STR DEX CON INT WIS CHA
Challenge 14 (11,500 XP)

Elemental Flexibility. At the start of its turn, the elemental 18 (+4) 12 (+1) 16 (+3) 14 (+2) 21 (+5) 15 (+2)
overlord must choose one damage type: acid, cold, fire,
or lightning. It has immunity to its chosen damage type Saving Throws Con +7, Wis +9, Cha +6
until the start of its next turn. It can’t choose the same Skills History +6, Insight +9, Medicine +9, Religion +6
damage type two rounds in a row. Senses passive Perception 15
Languages any four languages
Elemental Shield. A creature that touches the elemental Challenge 12 (8,400 XP)
overlord or hits it with a melee attack while within 5 feet
of it takes 10 (3d6) damage of the type chosen with Aura of Mettle. At the start of each of the emeritus
Elemental Flexibility. chaplain’s turns, each ally within 10 feet of it, including
the emeritus chaplain, that has less than half its maximum
Legendary Resistance (3/day). If the elemental overlord fails hit points regains 5 (2d4) hit points. In addition, each ally
a saving throw, it can choose to succeed instead. within 10 feet of the emeritus chaplain has advantage on
saving throws against effects that cause the charmed or
Spellcasting. The elemental overlord is a 20th-level frightened conditions.
spellcaster. Its spellcasting ability is Charisma (spell save
DC 18, +10 to hit with spell attacks). The overlord has the Divine Weapons. The emeritus chaplain’s weapon attacks
following wizard spells prepared: are magical. When the emeritus chaplain hits with any
Cantrips (at will): acid splash, blade ward, fire bolt, weapon, the weapon deals an extra 4d8 radiant (good or
light, prestidigitation neutral chaplains) or necrotic (evil chaplains) damage.
1st level (4 slots): burning hands, detect magic, mage
armor, magic missile, shield Spellcasting. The emeritus chaplain is a 10th-level
2nd level (3 slots): blur, flaming sphere, gust of wind, spellcaster. Its spellcasting ability is Wisdom (spell save DC
misty step 17, +9 to hit with spell attacks). The emeritus chaplain has
3rd level (3 slots): counterspell, fly, lightning bolt the following cleric spells prepared:
4th level (3 slots): conjure minor elementals, ice storm, Cantrips (at will): guidance, light, resistance, sacred
stoneskin, wall of fire flame, thaumaturgy
5th level (3 slots): cone of cold, conjure elemental, wall 1st level (4 slots): bless, detect evil and good, cure
of stone wounds, healing word, inflict wounds
6th level (2 slots): chain lightning, wall of ice 2nd level (3 slots): aid, silence, spiritual weapon
7th level (2 slots): delayed blast fireball, prismatic spray
441

3rd level (3 slots): dispel magic, mass healing word, Fallen Paladin
spirit guardians
Medium humanoid (any), any evil alignment
4th level (3 slots): freedom of movement, guardian of Armor Class 20 (plate armor, shield)
faith Hit Points 100 (12d8 + 24)
Speed 30 ft.
5th level (2 slots): dispel evil and good, mass cure
wounds

ACTIONS STR DEX CON INT WIS CHA

Multiattack. The emeritus chaplain makes three Shortsword 18 (+4) 12 (+1) 14 (+2) 12 (+1) 16 (+3) 18 (+4)
attacks.
Saving Throws Wis +6, Cha +7
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., Skills Athletics +7, Medicine +4, Persuasion +7, Religion +4
one target. Hit: 7 (1d6 + 4) piercing damage plus 18 Senses passive Perception 13
(4d8) radiant (good or neutral chaplains) or necrotic (evil Languages Common, plus one other language
chaplains) damage. Challenge 8 (3,900 XP)
Unholy Smite. When the fallen paladin hits with a melee
Entertainer
weapon attack, it can expend a spell slot to deal
Medium humanoid (any race), any alignment additional necrotic damage to the target, in addition
Armor Class 15 (studded leather) to the weapon’s damage. The extra damage is 9 (2d8)
Hit Points 65 (10d8 + 20) for a 1st-level spell slot, plus 4 (1d8) for each spell level
Speed 30 ft. higher than 1st, to a maximum of 21 (5d8). The damage
increases by 4 (1d8) if the target is a celestial.
STR DEX CON INT WIS CHA Unholy Resilience. The fallen paladin is immune to disease,
and cannot be charmed or frightened. It has a +4 bonus
12 (+1) 16 (+3) 15 (+2) 11 (+0) 14 (+2) 17 (+3) to any saving throw it makes. These benefits cease to
function if the fallen paladin is unconscious or slain.
Saving Throws Dex +5 Spellcasting. The fallen paladin is a 12th-level spellcaster. Its
Skills Acrobatics +5, Performance +7, Sleight of Hand +5 spellcasting ability is Charisma (spell save DC 15). It has
Damage Resistances fire the following paladin spells prepared.
Senses passive Perception 12
Languages any two languages 1st level (4 slots): bane, divine favor, protection from
Challenge 4 (1,100 XP) evil and good, sanctuary, shield of faith

Spellcasting. The entertainer is a 6th-level spellcaster. Its 2nd level (3 slots): aid, lesser restoration, hold person,
spellcasting ability is Charisma (spell save DC 13, +5 to hit silence
with spell attacks). It has the following bard spells prepared:
Cantrips (at will): light, prestidigitation, vicious mockery 3rd level (3 slots): bestow curse, dispel magic,
1st level (4 slots): disguise self, dissonant whispers, faerie protection from energy
fire, hideous laughter
2nd level (3 slots): invisibility, shatter, silence ACTIONS
3rd level (3 slots): bestow curse, stinking cloud
Multiattack. The fallen paladin makes two Longsword
What’s Over There? (3/day). As a bonus action, the attacks.
entertainer distracts creatures within 10 feet of it. Each
creature in the area must make a DC 13 Charisma Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
saving throw. If each creature fails the save, the target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
entertainer can move up to its speed without provoking slashing damage if wielded with two hands, plus 4 (1d8)
opportunity attacks. necrotic damage.

ACTIONS Lay of Hands. The fallen paladin has a pool of 60 hit points
to use with its Lay on Hands ability. It regains spent hit
Multiattack. The entertainer makes two Juggling Dagger points from this pool when it takes a long rest. It can use
attacks. this ability to cause a creature within 5 feet of it or itself
to regain any number of hit points, up to its hit point
Juggling Dagger. Melee or Ranged Weapon Attack: +5 to maximum or the fallen paladin’s pool of hit points is
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d4 + reduced to 0.
3) piercing damage plus 3 (1d6) poison damage.
Unholy Weapon (1/short or long rest). The fallen paladin
Fire Eater (recharge 5–6). The entertainer mixes flammable adds +4 to its attack and damage rolls for 1 minute, and
oils in its mouth and spits the concoction in a 15-foot its weapon is considered magical for the purposes of
cone. Each creature in the area must make a DC 13 damage resistances.
Dexterity saving throw, taking 21 (6d6) fire damage on a
failed save, or half as much damage on a successful one. Footman
Flammable objects that aren’t being worn or carried in
that area are ignited. Medium humanoid (any race), any alignment
Armor Class 15 (studded leather, shield)
Hit Points 38 (7d8 + 7)
Speed 30 ft.

REACTIONS STR DEX CON INT WIS CHA

Tumble. When a creature the entertainer can see targets 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
it with a melee attack, the entertainer can tumble to an
unoccupied space within 5 feet of the attacker, halving Senses passive Perception 10
the damage. Languages Common
Challenge 1 (200 XP)
442

ACTIONS hasn’t yet acted in the combat. Any hit the grand master
assassin scores against a surprised creature counts as a
Multiattack. The footman makes two Spear attacks or two critical hit.
Longsword attacks. Cunning Action. On each of its turns, the grand master
assassin can use a bonus action to take the Dash,
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Disengage, or Hide action.
ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing Evasion. If the grand master assassin is subjected to an
damage, or 6 (1d8 + 2) piercing damage if used with two effect that allows it to make a Dexterity saving throw to
hands. take only half damage, the grand master assassin instead
takes no damage if it succeeds on the saving throw, and
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one only half damage if it fails.
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) Practiced Impersonator. The grand master assassin has
piercing damage if used with two hands. advantage on any Intelligence ability check to disguise
themselves.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range Sneak Attack (1/turn). Once per turn, the grand master
80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. assassin deals an extra 31 (9d6) damage when it hits a
target with a weapon attack and has advantage on the
Gnomish Engineer attack roll, or when the target is within 5 feet of an ally of
the grand master assassin that isn’t incapacitated and the
Small humanoid (gnome), neutral grand master assassin doesn’t have disadvantage on the
Armor Class 12 (leather) attack roll.
Hit Points 16 (3d8 + 3)
Speed 25 ft. ACTIONS

STR DEX CON INT WIS CHA Multiattack. The grand master assassin makes two Rapier
9 (–1) attacks or two Dagger attacks.
13 (+1) 12 (+1) 15 (+2) 12 (+1) 10 (+0)
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
Saving Throws Int +4, Wis +3 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing
Skills Arcana +6, Nature +4, Survival +3 damage.
Senses darkvision 60 ft., passive Perception 11
Languages Common, Gnomish, Ignan Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 1/2 (100 XP) target. Hit: 8 (1d6 + 5) piercing damage.

Gnome Cunning. The gnomish engineer has advantage on Light Crossbow. Ranged Weapon Attack: +9 to hit, range
Intelligence, Wisdom, and Charisma saving throws against 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
magic.
LEGENDARY ACTIONS
Spellcasting. The gnomish engineer is a 2nd-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 12, +4 The grand master assassin can take 3 legendary actions,
to hit with spell attacks). It has the following wizard spells choosing from the options below. Only one legendary
prepared. action option can be used at a time and only at the end
Cantrips (at will): fire bolt, mending, prestidigitation of another creature’s turn. The grand master assassin
1st level (3 slots): burning hands, detect magic, regains spent legendary actions at the start of its turn.
identify, magic missile
Grasp the Advantage. The grand master assassin makes one
Tinker. The gnomish engineers add twice their proficiency rapier or dagger attack on a creature within range that
bonus to any ability check made with tinker’s tools. has made an attack this round.

ACTIONS Poison Weapon (costs 2 actions). The next melee or ranged
weapon attack the grand master assassin makes is
Light Hammer. Melee or Ranged Weapon Attack: +1 to hit, poisoned, and the target that takes damage from it must
reach 5 ft. or range 20/60 ft., one target. Hit: 1 (1d4 – 1) make a DC 15 Constitution saving throw. On a failed
bludgeoning damage. saving throw, the target takes 24 (7d6) poison damage, or
half as much damage on a successful saving throw.
Grand Master Assassin
Hired Thug
Medium humanoid (any race), any alignment
Armor Class 17 (studded leather) Medium humanoid (any race), any alignment
Hit Points 104 (16d8 + 32) Armor Class 13 (leather)
Speed 35 ft. Hit Points 18 (4d8)
Speed 30 ft.
STR DEX CON INT WIS CHA

13 (+1) 20 (+5) 15 (+2) 15 (+2) 16 (+3) 16 (+3)

Saving Throws Dex +9, Int +6, Wis +7 STR DEX CON INT WIS CHA
Skills Athletics +5, Acrobatics +10, Deception +7, Insight
12 (+1) 14 (+2) 11 (+0) 10 (+0) 13 (+1) 13 (+1)
+7, Investigation +6, Perception +11, Sleight of Hand +9,
Stealth +13 Skills Deception +3, Perception +3, Stealth +6
Senses blindsight 10 ft., passive Perception 21 Senses passive Perception 13
Languages Thieves’ Cant plus any three languages Languages Thieves’ cant plus any one language
Challenge 14 (11,500 XP) Challenge 2 (450 XP)

Assassinate. During its first turn, the grand master assassin Cunning Action. On each of its turns, the hired thug can
has advantage on attack rolls against any creature that use a bonus action to take the Dash, Disengage, or Hide
action.

443

Sneak Attack (1/turn). Once per turn, the hired thug deals rating of 6 or less, and can remain in this form for up to 9
an extra 7 (2d6) damage when it hits a target with a hours. The hierophant can choose whether its equipment
weapon attack and has advantage on the attack roll, or falls to the ground, melds with its new form, or is worn by
when the target is within 5 feet of an ally of the hired thug the new form. The hierophant reverts to its true form if it
that isn’t incapacitated and the hired thug doesn’t have dies or falls unconscious. The hierophant can revert to its
disadvantage on the attack roll. true form using a bonus action on its turn.
While in a new form, the hierophant retains its game statistics
ACTIONS and ability to speak, but its AC, movement modes, Strength,
and Dexterity are replaced by those of the new form, and
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach it gains any special senses, proficiencies, traits, actions, and
5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing reactions (except class features, legendary actions, and lair
damage. actions) that the new form has but that it lacks. It can cast
its spells with verbal or somatic components in its new form.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one The new form’s attacks count as magical for the purpose of
target. Hit: 5 (1d6 + 2) piercing damage. overcoming resistances and immunity to nonmagical attacks.

Hoplite Holy Knight

Medium humanoid (human), any lawful alignment Medium humanoid (any), any alignment
The hoplite uses the statistics of the scout except that it has AC 18 Armor Class 20 (plate, shield)
(breastplate and shield), STR 14, and has a spear or javelin instead of a Hit Points 65 (10d8 + 20)
longbow. Its Spear or Javelin attack is as below: Speed 30 ft.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. STR DEX CON INT WIS CHA
and range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage,
or 8 (1d8 + 4) piercing damage if used with two hands to make a 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
melee attack.
Saving Throws Wis +2, Cha +4
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Skills Insight +2, Religion +2
and range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Senses passive Perception 10
Languages Common, plus one other language
Hierophant Challenge 4 (1,100 XP)

Medium humanoid (any race), any alignment Divine Blessings. The holy knight has advantage on saving
Armor Class 16 (hide armour, shield) throws against being frightened, and is immune to disease.
Hit Points 132 (24d8 + 24)
Speed 30 ft. Divine Smite. When the holy knight hits with a melee
weapon attack, it can expend a spell slot to deal
STR DEX CON INT WIS CHA additional radiant damage to the target, in addition
to the weapon’s damage. The extra damage is 9 (2d8)
10 (+4) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) for a 1st-level spell slot, plus 4 (1d8) for each spell level
higher than 1st, to a maximum of 21 (5d8). The damage
Saving Throws Int +5, Wis +9 increases by 4 (1d8) if the target is a fiend or undead.
Skills Medicine +9, Nature +5, Perception +9
Senses passive Perception 19 Spellcasting. The holy knight is a 5th-level spellcaster. Its
Languages Druidic plus any two languages spellcasting ability is Charisma (spell save DC 12). It has
Challenge 12 (8,400 XP) the following paladin spells.
1st level (4 slots): bless, divine favor, protection from
Spellcasting. The hierophant is an 18th-level spellcaster. evil and good, sanctuary, shield of faith
Its spellcasting ability is Wisdom (spell save DC 17, +9 2nd level (2 slots): aid, lesser restoration, protection
to hit with spell attacks). It has the following druid spells from poison, zone of truth
prepared:
Cantrips (at will): druidcraft, mending, poison spray, ACTIONS
produce flame
1st level (4 slots): cure wounds, entangle. faerie fire, Multiattack. The holy knight makes two Longsword attacks.
speak with animals Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
2nd level (3 slots): animal messenger, beast sense, hold
person target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
3rd level (3 slots): conjure animals, meld into stone, slashing damage if used with two hands to make a melee
water breathing attack.
4th level (3 slots): dominate beast, locate creature, Lay on Hands. The holy knight has a pool of 25 hit points
stoneskin, wall of fire to use with its Lay on Hands ability. It regains spent hit
5th level (3 slots): commune with nature, mass cure points from this pool when it takes a long rest. It can use
wounds, tree stride this ability to cause a creature within 5 feet of it or itself
6th level (1 slot): heal, heroes’ feast, sunbeam to regain any number of hit points, up to its hit point
7th level (1 slot): fire storm maximum or its pool of hit points is reduced to 0.
8th level (1 slot): animal shapes

ACTIONS

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) slashing damage.

Change Shape (2/day). The hierophant magically
polymorphs into a beast or elemental with a challenge

444

Housebreaker Illusionist

Medium humanoid (any), any alignment Medium humanoid (any), any
Armor Class 16 (studded leather) Armor Class 12
Hit Points 66 (12d8 + 12) Hit Points 22 (5d8)
Speed 30 ft., climb 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

11 (+0) 18 (+4) 13 (+1) 15 (+2) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 13 (+1) 15 (+2)

Saving Throws Dex +7, Int +5 Saving Throws Int +5, Wis +3
Skills Acrobatics +7, Athletics +3, Deception +6, Perception Skills History +5, Performance +4, Persuasion +4
Senses passive Perception 11
+6, Sleight of Hand +10, Stealth +10 Languages Common
Senses passive Perception 16 Challenge 3 (700 XP)
Languages Thieves’ cant, plus any two languages
Challenge 7 (2,900 XP) Spellcasting. The illusionist is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5
Cunning Action. The housebreaker can use a bonus action to hit with spell attacks). It has the following wizard spells
on its turn to take the Dash, Disengage, Hide action, or prepared:
Use an Object action. Cantrips (at will): chill touch, dancing lights, minor
illusion, prestidigitation
Daggermaster. The housebreaker deals an additional die of 1st level (4 slots): disguise self, silent image, sleep
damage when attacking with daggers, and doubles both 2nd level (3 slots): invisibility, mirror image, phantasmal
the short and long ranges of a thrown dagger (included in force
the attack). 3rd level (2 slots): hypnotic pattern, major image

Evasion. When the housebreaker is subjected to an effect that ACTIONS
allows it to make a Dexterity saving throw to take only half
damage, it instead takes no damage if the saving throw is Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
successful, and only half damage if the roll is a failure. target. Hit: 4 (1d4 + 2) piercing damage.

Sneak Attack. Once per turn, the housebreaker can deal Imam of Fire
an extra 21 (6d6) damage to one creature it hits with an
attack if it has advantage on the attack roll. The attack Medium humanoid (human), chaotic neutral
must use a finesse or ranged weapon. The housebreaker Armor Class 14 (leather armor)
doesn’t need advantage on the attack roll if another Hit Points 26 (4d8+8)
enemy of the target is within 5 feet of it, that enemy isn’t Speed 30 ft.
incapacitated, and the housebreaker doesn’t have
disadvantage on the attack roll. STR DEX CON INT WIS CHA

ACTIONS 12 (+1) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 13 (+1)

Multiattack. The housebreaker uses its Dagger Flourish and Damage Resistances fire
makes three Dagger attacks, or makes two Shortsword Saving Throws Int +2, Wis +5
attacks. Skills Deception +3, Persuasion +3, Religion +5
Senses passive Perception 13
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach Languages Common
5 ft. or range 60/120 ft., one target. Hit: 9 (2d4 + 4) piercing Challenge 3 (700 XP)
damage.
Spellcasting. The imam is a 3rd-level spellcaster. Its
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one spellcasting ability is Wisdom (spell save DC 13, +5 to
target. Hit: 7 (1d6 + 4) piercing damage. hit with spell attacks). It has the following cleric spells
prepared:
Dagger Flourish. One creature that is wielding a weapon within Cantrips (at will): fire bolt, light, thaumaturgy
5 feet of the housebreaker must make a DC 15 Strength 1st level (4 slots): burning hands, command, cure
saving throw. On a failed saving throw, all the attacks the wounds, shield of faith
housebreaker makes against the target until the end of its 2nd level (2 slots): hold person, scorching ray
turn have advantage. In addition, the housebreaker can
choose to apply one of the following effects to the target: ACTIONS

Blinding Strike. The target has disadvantage on attack rolls it Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
makes until the end of its next turn. one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Confounding Blades. The target can’t take reactions until
the start of the target’s next turn.

Sneaky Maneuver. The target is pushed 5 feet away from
the housebreaker.

REACTIONS

Uncanny Dodge. The housebreaker halves the damage that
it takes from one attack that hits it. The housebreaker must
be able to see the attacker to use this ability.

445

Incantor Infiltrator

Medium humanoid (any), any alignment Medium humanoid (any), any alignment
Armor Class 13 (16 with mage armor) Armor Class 17 (studded leather)
Hit Points 91 (14d8 + 28) Hit Points 82 (15d8 + 15)
Speed 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

10 (+0) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 14 (+2) 11 (+0) 20 (+5) 13 (+1) 15 (+2) 16 (+3) 15 (+2)

Saving Throws Int +9, Wis +6 Saving Throws Dex +9, Int +7, Wis +8
Skills Arcana +13, Nature +9, Perception +6 Skills Acrobatics +9, Athletics +4, Deception +6, Perception
Senses darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Ignan, Undercommon +7, Sleight of Hand +13, Stealth +13
Challenge 9 (5,900 XP) Senses blindsight 10 ft., passive Perception 17
Languages Thieves’ cant, plus any two languages
Dual Enchantment. If the incantor casts an enchantment Challenge 9 (5,000 XP)
spell that would normally target one creature, it can have
it target two. Cunning Action. The infiltrator can use a bonus action on its
turn to take the Dash, Disengage, Hide, or Use an Object
Redirect (recharge 4–6). When a creature within 40 feet of action.
the incantor attacks it, it can use its reaction to redirect
the attack. The attacking creature must succeed on a DC Daggermaster. The infiltrator deals an additional die of
17 Wisdom saving throw or target another creature of the damage when attacking with daggers, and doubles both
incantor’s choice within range of the attack. Creatures the short and long ranges of a thrown dagger (included in
that can’t be charmed are immune to this effect. the attack).

Spellcasting. The incantor is a 14th level spellcaster. The Evasion. When the infiltrator is subjected to an effect that
incantor’s spellcasting ability is Intelligence (spell save DC allows it to make a Dexterity saving throw to take only half
17, +9 to hit with spell attacks). It has the following spells damage, it instead takes no damage if the saving throw is
prepared: successful, and only half damage if the roll is a failure.
Cantrips (at will): dancing lights, fire bolt, mage hand,
poison spray, prestidigitation Sneak Attack. Once per turn, the infiltrator can deal an
1st level (4 slots): mage armor, enlarge/reduce, extra 28 (8d6) damage to one creature it hits with an
hideous laughter, magic missile, sleep attack if it has advantage on the attack roll. The attack
2nd level (3 slots): arcane lock, hold person, mirror must use a finesse or ranged weapon. The infiltrator
image, suggestion doesn’t need advantage on the attack roll if another
3rd level (3 slots): counterspell, glyph of warding, sleet enemy of the target is within 5 feet of it, that enemy
storm isn’t incapacitated, and the infiltrator doesn’t have
4th level (3 slots): confusion, fire shield, greater disadvantage on the attack roll.
invisibility
5th level (2 slots): dispel evil and good, dominate ACTIONS
person, flame strike, passwall
6th level (1 slot): disintegrate, mass suggestion Multiattack. The infiltrator uses its Dagger Flourish and makes
7th level (1 slot): forcecage three Dagger attacks, or two Shortsword attacks.

Sunlight Sensitivity. While in sunlight, the incantor has Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
disadvantage on attack rolls, as well as on Wisdom 5 ft. or range 60/120 ft., one target. Hit: 10 (2d4 + 5)
(Perception) checks that rely on sight. piercing damage.

ACTIONS Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 3) piercing damage. Dagger Flourish. One creature that is wielding a weapon
within 5 feet of the infiltrator must make a DC 17 Strength
Hand Crossbow. Ranged Weapon Attack +7 to hit, range saving throw. On a failed saving throw, all the attacks the
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and infiltrator makes against the target until the end of its turn
the target must succeed on a DC 13 Constitution saving have advantage. In addition, the infiltrator can choose to
throw or be poisoned for 1 hour. If the saving throw fails by apply one of the following effects to the target:
5 or more, the target is also unconscious while poisoned
in this way. The target wakes up if it takes damage or if Blinding Strike. The target has disadvantage on attack rolls it
another creature takes an action to shake it awake. makes until the end of its next turn.

Confounding Blades. The target can’t take reactions until
the start of the target’s next turn.

Sneaky Maneuver. The target is pushed 5 feet away from
the infiltrator.

BONUS ACTIONS REACTIONS

Hypnosis. The incantor uses its charming voice to hypnotize Uncanny Dodge. The infiltrator halves the damage that it
one creature within 15 feet of it who can hear and takes from one attack that hits it. The infiltrator must be
understand it. The creature must succeed on a DC able to see the attacker to use this ability.
17 Wisdom saving throw or be charmed until the end
of the incantor’s next turn. A hypnotized creature is Khalit Jinn
incapacitated and does nothing but gaze at the incantor.
The effect ends for a hypnotized creature if that creature Medium humanoid (khalit jinn), lawful evil
takes damage or is more than 15 feet from the incantor. Armor Class 16 (breastplate)
Hit Points 33 (6d8 + 6)
446

Speed 30 ft. Killer

STR DEX CON INT WIS CHA Medium humanoid (any race), any alignment
Armor Class 15 (studded leather)
13 (+1) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Hit Points 38 (7d8 + 7)
Speed 30 ft.

Skills Deception +4, Persuasion +4, Religion +3, Survival +3 STR DEX CON INT WIS CHA
Damage Resistances fire
Senses passive Perception 11 12 (+1) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 13 (+1)
Languages Common, Ignan
Challenge 2 (450 XP) Saving Throws Dex +6, Int +4
Skills Athletics +4, Acrobatics +9, Deception +4, Perception
Special Equipment. The khalit jinn that serve within the
Brazen Spire carry a +1 scimitar, a potion of healing, and +4, Stealth +9
wear a lesser brazen amulet2. Senses passive Perception 14
Languages Thieves’ cant plus any two languages
Dark Devotion. The khalit jinn has advantage on saving Challenge 5 (1,800 XP)
throws against being charmed or frightened.
Assassinate. During its first turn, the killer has advantage on
Spellcasting. The khalit jinn is a 4th-level spellcaster. Its attack rolls against any creature that hasn’t yet acted in
spellcasting ability is Wisdom (spell save DC 11, +3 to hit the combat. Any hit the killer scores against a surprised
with spell attacks). The khalit jinn has the following cleric creature counts as a critical hit.
spells prepared:
Cantrips (at will): light, fire bolt, thaumaturgy Cunning Action. On each of its turns, the killer can use a
1st level (4 slots): burning hands, command, shield of bonus action to take the Dash, Disengage, or Hide action.
faith
2nd level (3 slots): hold person, spiritual weapon Sneak Attack (1/turn). Once per turn, the killer deals an
extra 17 (5d6) damage when it hits a target with a
ACTIONS weapon attack and has advantage on the attack roll,
or when the target is within 5 feet of an ally of the killer
Multiattack. The khalit jinn makes two Scimitar attacks. that isn’t incapacitated and the killer doesn’t have
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one disadvantage on the attack roll.

target. Hit: 6 (1d6 + 3) slashing damage. ACTIONS

Khalit Jinn Officer Multiattack. The killer makes two Dagger or two Shortsword
attacks.
Medium humanoid (khalit jinn), lawful evil
Armor Class 16 (breastplate) Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
Hit Points 58 (9d8 + 18) 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
Speed 30 ft. damage.

STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
13 (+1) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 14 (+2)
Knave Adept
Skills Deception +5, Persuasion +5, Religion +4, Survival +4
Damage Resistances fire Medium humanoid (any), any alignment
Senses passive Perception 11 Armor Class 16 (studded leather)
Languages Common, Ignan Hit Points 66 (12d8 + 12)
Challenge 5 (1,800 XP) Speed 30 ft.

Special Equipment. The khalit jinn officer that serve within the STR DEX CON INT WIS CHA
Brazen Spire carry a +1 scimitar, a potion of healing, and
wear a lesser brazen amulet2. 11 (+0) 18 (+4) 13 (+1) 18 (+4) 16 (+3) 15 (+2)

Dark Devotion. The khalit jinn officer has advantage on Saving Throws Dex +7, Int +7
saving throws against being charmed or frightened. Skills Acrobatics +7, Arcana +7, Athletics +3, Perception +6,

Spellcasting. The khalit jinn officer is a 6th-level spellcaster. Sleight of Hand +10, Stealth +10
Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit Senses passive Perception 16
with spell attacks). The khalit jinn officer has the following Languages Thieves’ cant, plus any two languages
cleric spells prepared: Challenge 8 (3,900 XP)
Cantrips (at will): light, fire bolt, thaumaturgy
1st level (4 slots): burning hands, command, shield of faith Adept’s Legerdemain. The knave adept can summon a
2nd level (3 slots): hold person, spiritual weapon magical dagger, rapier, or shortsword, or a set of thieves’
3rd level (3 slots): dispel magic, fireball, spirit guardians tools, as a bonus action on its turn. They count as magical
for the purposes of damage resistances and immunities.
ACTIONS The items disappear after 1 minute. In addition, the knave
adept can expend a spell slot when conjuring a weapon.
Multiattack. The khalit jinn officer makes two Scimitar When it does so, the weapon deals an additional 3 (1d6)
attacks. damage for a 1st level spell slot, plus 3 (1d6) for each
additional spell slot level above 1st, until the weapon is
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one dismissed.
target. Hit: 6 (1d6 + 3) slashing damage.
Cunning Action. The knave adept can use a bonus action
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 on its turn to take the Dash, Disengage, or Hide action.
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
447

Evasion. When the knave adept is subjected to an effect Madman
that allows it to make a Dexterity saving throw to take only
half damage, it instead takes no damage if the saving Medium humanoid (any race), chaotic evil
throw is successful, and only half damage if the roll is a Armor Class 14 (hide)
failure. Hit Points 95 (10d8 + 50)
Speed 40 ft.
Sneak Attack. Once per turn, the knave adept can deal
an extra 21 (6d6) damage to one creature it hits with an STR DEX CON INT WIS CHA
attack if it has advantage on the attack roll. The attack 26 (+8) 16 (+3) 20 (+5) 5 (–3) 5 (–3) 10 (+0)
must use a finesse or ranged weapon. The knave adept
doesn’t need advantage on the attack roll if another Skills Athletics +11
enemy of the target is within 5 feet of it, that enemy Damage Immunities psychic
isn’t incapacitated, and the knave adept doesn’t have Condition Immunities charmed, frightened
disadvantage on the attack roll. Senses passive Perception 7
Languages Common
Spellcasting. The knave adept is a 12th-level spellcaster. Its Challenge 5 (1,800 XP)
spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). It knows the following wizard spells. Brute. A melee weapon deals one extra die of its damage
Cantrips (at will): acid splash, mage hand, minor when A madman hits with it (included in the attack).
illusion, prestidigitation
1st level (4 slots): color spray, detect magic, feather Insane. A madman is immune to all spells and magical
fall, identify effects that impact the mind.
2nd level (3 slots): blur, knock, invisibility
Reckless. At the start of his turn, A madman can gain
ACTIONS advantage on all melee weapon attack rolls during that
turn, but attack rolls against him have advantage until the
Multiattack. The knave adept makes two Dagger, Rapier, or start of his next turn.
Shortsword attacks.
ACTIONS
Dagger. +7 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. Multiattack. A madman makes two melee attacks.
Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Rapier. +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
piercing damage. one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Shortsword. +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Magician
piercing damage.
Medium humanoid (any), any alignment
REACTIONS Armor Class 13 (16 with mage armor)
Hit Points 32 (5d8 + 10)
Uncanny Dodge. The knave adept halves the damage that Speed 30 ft.
it takes from one attack that hits it. The knave adept must
be able to see the attacker to use this ability. STR DEX CON INT WIS CHA

Lotus Eater 10 (+0) 16 (+3) 14 (+2) 19 (+4) 15 (+2) 11 (+0)

Medium humanoid (human) chaotic evil Saving Throws Int +7, Wis +5
Armor Class 16 (studded leather, shield) Skills Arcana +7, History +7
Hit Points 112 (15d8 + 45) Senses passive Perception 12
Speed 30 ft. Languages Common
Challenge 5 (1,800 XP)
STR DEX CON INT WIS CHA

18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Spellcasting. The theurgist is a 3rd level spellcaster. The
theurgist’s spellcasting ability is Intelligence (spell save DC
Condition Immunities frightened 14, +6 to hit with spell attacks). It has the following spells
Saving Throws Str +7, Dex +5, Con +6 prepared:
Skills Athletics +10, Intimidation +5 Cantrips (at will): fire bolt, light, mage hand,
Senses passive Perception 11 prestidigitation
Languages any one language (usually Common) 1st level (4 slots): burning hands, false life, mage armor,
Challenge 5 (1,800 XP) magic missile
2nd level (3 slots): acid arrow, mirror image, scorching
Hard to Kill (recharges on a long rest). If damage reduces ray
the lotus eater to 0 hit points, the lotus eater drops to 1 hit 3rd level (2 slots): fireball, lightning bolt
point instead.

ACTIONS ACTIONS

Multiattack. The Lotus Eater makes three melee attacks or Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
two ranged attacks. target. Hit: 5 (1d4 + 3) piercing damage.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) one target. Hit: 5 (1d4 + 3) bludgeoning damage.
piercing damage, or 13 (2d8 + 4) piercing damage if used
with two hands to make a melee attack.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 8 (1d8 + 4) slsahing damage.

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Master Bard actions at the start of its turn.
Cantrip. The master bard casts one cantrip.
Medium humanoid (any race), any alignment Move. The master bard moves up to its speed without
Armor Class 18 (studded leather)
Hit Points 195 (26d8 + 78) provoking opportunity attacks.
Speed 30 ft. Jubilant Aria (costs 2 actions). The master bard sings a joyful

STR DEX CON INT WIS CHA tune. Each of the master bard’s allies within 15 feet of
it that can hear it has advantage on its next attack roll,
13 (+1) 22 (+6) 17 (+3) 15 (+2) 14 (+2) 23 (+6) saving throw, or ability check.
Melancholic Aria (costs 2 actions). The master bard
Saving Throws Dex +11, Con +8, Cha +11 sings a solemn melody. Each creature of the master
Skills Acrobatics +11, Arcana +7, Perception +7, bard’s choice within 30 feet of it that can hear it must
make a DC 19 Charisma saving throw. On a failure,
Performance +16 a creature takes 14 (4d6) psychic damage and falls
Condition Immunities deafened prone as it weeps with overwhelming despair. On
Senses passive Perception 17 a success, a creature takes half the damage and
Languages any three languages doesn’t fall prone.
Challenge 16 (15,000 XP)
Master Illusionist
Legendary Resistance (3/day). If the master bard fails a
saving throw, it can choose to succeed instead. Medium humanoid (any), any alignment
Armor Class 16 (bracers of greater defense2)
Spellcasting. The master bard is an 18th-level spellcaster. Hit Points 93 (17d8 + 17)
Its spellcasting ability is Charisma (spell save DC 19, +11 Speed 30 ft.
to hit with spell attacks). It has the following bard spells
prepared: STR DEX CON INT WIS CHA
Cantrips (at will): blade ward, light, prestidigitation,
vicious mockery 12 (+1) 15 (+2) 13 (+1) 20 (+5) 18 (+4) 18 (+4)
1st level (4 slots): dissonant whispers, faerie fire, heroism,
hideous laughter, sleep Saving Throws Int +11, Wis +10
2nd level (3 slots): detect thoughts, enthrall, hold Skills Arcana +11, Deception +10, History +11, Persuasion +10
person, shatter, suggestion Senses darkvision 60 ft., passive Perception 14
3rd level (3 slots): bestow curse, clairvoyance, dispel Languages Common, Elven
magic, sending Challenge 17 (18,000 XP)
4th level (3 slots): compulsion, confusion, freedom of
movement, greater invisibility Spellcasting. The master illusionist is a 17th-level spellcaster.
5th level (3 slots): dominate person, hold monster, Its spellcasting ability is Intelligence (spell save DC 19, +11
seeming to hit with spell attacks). It has the following wizard spells
6th level (1 slot): irresistible dance prepared:
7th level (1 slot): teleport Cantrips (at will): dancing lights, fire bolt, mage hand,
8th level (1 slot): power word stun minor illusion, prestidigitation
9th level (1 slot): foresight 1st level (4 slots): disguise self, illusory script, magic
missile, silent image
ACTIONS 2nd level (3 slots): invisibility, mirror image, phantasmal
force
Multiattack. The master bard makes two Bow Strike attacks 3rd level (3 slots): hypnotic pattern, major image,
or two Prestissimo attacks. phantom steed
4th level (3 slots): dimension door, greater invisibility,
Bow Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., phantasmal killer
one target. Hit: 9 (1d6 + 6) slashing damage plus 21 (6d6) 5th level (2 slots): dominate person, mislead, seeming
force damage. 6th level (1 slot): mass suggestion, programmed illusion
7th level (1 slot): prismatic spray, project image
Prestissimo. Ranged Spell Attack: +11 to hit, range 120 ft., 8th level (1 slot): maze
one target. Hit: 31 (7d8) psychic damage. 9th level (1 slot): weird

Adagio (recharge 6). The master bard launches a slow, Displacement (recharges after the master illusionist casts an
expressive refrain at one target within 30 feet. The target illusion spell of 1st level or higher). As a bonus action, the
regains 18 (4d8) hit points and is cured of the charmed, master illusionist projects an illusion that makes it appear
deafened, and frightened conditions. to be standing in a place a few inches from its actual
location, causing any creature to have disadvantage
REACTIONS on attack rolls against it. The effect ends if the master
illusionist takes damage, is incapacitated, or its speed
Discordant Note. When a spell with a verbal component is becomes 0.
cast within 30 feet of the master bard, the master bard
unleashes a single, unnerving note to counter the spell. Shadow Magic. The master illusionist can weave shadow
This works like the counterspell spell with a +6 spellcasting magic into its illusions to give them a semi-reality. When
ability check. the master illusionist casts an illusion spell of 1st level or
higher, it can choose one inanimate, nonmagical object
LEGENDARY ACTIONS that is part of the illusion and make that object real. The
master illusionist can do this on its turn as a bonus action
The master bard can take 3 legendary actions, choosing while the spell is ongoing. The object remains real for
from the options below. Only one legendary action 1 minute. The object can’t deal damage or otherwise
can be used at a time and only at the end of another directly harm anyone.
creature’s turn. The master bard regains spent legendary
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