101 Harpie's Pet Dragon Large beast, chaotic neutral Armor Class 20 Hit Points 178 (17d10 + 85) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 23 (+6) 12 (+1) 11 (0) 17 (+3) Saving Throws Dex +5, Con +10, Wis +4, Cha +7 Skills Athletics +10, Intimidation +7, Perception +4 Damage Immunities cold Condition Immunities charm Senses Blindsight 30 ft., passive Perception 14 Languages Primordial Challenge 10 (5900 XP) Flyby. Harpie's Pet Dragon doesn't provoke opportunity attacks when flying. Keen Sight. The Harpie's Pet Dragon has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie's Pet Dragon has advantage on an attack roll against a creature if at least one of the Harpie's Pet Dragon's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie's Pet Dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: (2d10 + 6) piercing damage plus (1d6) cold damage. Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (2d6 + 6) slashing damage. Breath Weapons (Recharge 5-6). The Harpie's Pet Dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 16 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Lady Sisters In some cases the brood will find that the strength of a single Harpie is not enough. These instances lead to the equipped Harpie Ladies coming together to form a small elite attack force sharing almost a hivemind. They stand together to the very end, knowing that if they were sent out, that fighting alone is doomed to suicide anyhow. Fighting as sisters, they play off each other's strengths, making them a much more deadly adversary. 102 Harpie Lady Sisters Large swarm of humanoids (harpies), chaotic neutral Armor Class 19 Hit Points 330 (19d8 + 190) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 23 (+6) 19 (+4) 18 (+4) 16 (+3) 17 (+3) 18 (+4) Skills Athletics +11, Intimidation +9, Perception +8, Persuasion +9 Damage Resistance cold, bludgeoning, piercing and slashing from nonmagical weapons Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 18 Languages Common, Primordial Challenge 13 (10000 XP) Flyby. Harpie Lady Sisters doesn't provoke opportunity attacks when flying. Keen Sight. The Harpie Lady Sisters has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Lady Sisters has advantage on an attack roll against a creature if at least one of the Harpie Lady Sisters' allies is within 5 ft. of the creature and the ally isn't incapacitated. Swarm The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points. Actions Multiattack. The Harpie Lady Sisters makes three attacks with their talons. Talons (swarm has more than half HP). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d8) slashing damage. Talons (swarm has less than half HP). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d8) slashing damage. Triangle Ecstasy Spark The Harpie Lady Sisters discharge a powerful imbued blast in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw, taking 48 (10d8) force damage and is paralyzed on a failed save. On a success it takes half damage. The creature that failed can repeat the saving throw at the end of each of their turns, ending the effect on a success. Bewitching Glare The Harpie Lady Sisters targets three humanoids or beasts that she can see within 30 feet of her. If the target can see the Harpie Lady Sisters, it must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Lady Sisters as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Lady Sisters' control, it takes the Harpie Lady Sisters' requests or actions in the most favorable way it can. Each time the Harpie Lady Sisters or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Lady Sisters dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Lady Sisters' Bewitching Glare for the next 24 hours. The Harpie Lady Sisters can have no more than six humanoids and up to six beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Harpie Queen The crown gem of the brood is the Harpie Queen. It is her duty to watch over the rest of the brood, dictating all actions taken, where to hunt, etcetera. She must also prove that she is the strongest among them in order to rule then and only fights when she feels her entire brood is threatened. 103 Harpie Queen Medium humanoid (harpie), chaotic neutral Armor Class 19 Hit Points 110 (13d8 + 52) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 19 (+4) 17 (+3) 21 (+5) 18 (+4) 22 (+6) Saving Throws Str +10, Dex +9, Cha +11 Skills History +10, Intimidation +11, Perception +9, Persuasion +11 Damage Resistance cold, bludgeoning, piercing and slashing from nommagical weapons Condition Immunities charmed, frightened Senses passive Perception 19 Languages Common, Infernal, Primordial Challenge 15 (13000 XP) Flyby. Harpie Queen doesn't provoke opportunity attacks when flying. Keen Sight. The Harpie Queen has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Harpie Queen has advantage on an attack roll against a creature if at least one of the Harpie Lady Queen's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack. The Harpie Queen makes four attacks with her talons. Talons. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 16 (3d6 + 5) slashing damage. Royal Summons (1/Day). The Harpie Queen lets out a blood curdling screech, calling upon her broodlings to assist her in combat. A Harpie Queen can summon 1d6 Harpie Girl, 1d4 Harpie Lady, 1d3 Harpie Channeler, 1d2 Harpie's Brother, or one Harpie's Pet Dragon. A summoned Harpie broodling arrives in 1d4 rounds and appears in an unoccupied space within 60 feet of the Harpie Queen, acts as an ally of the Harpie Queen, and can't summon other Harpies. The summoned Harpies remain for the rest of the fight unless ordered to retreat by the Harpie Queen or until death. Bewitching Glare The Harpie Queen targets one humanoid or beast that she can see within 60 feet of her. If the target can see the Harpie Queen, it must succeed on a DC 19 Wisdom saving throw or be magically charmed. The charmed creature regards the Harpie Queen as a trusted friend to be heeded and protected. Although the target isn't under the Harpie Queen's control, it takes the Harpie Lady Queen's requests or actions in the most favorable way it can. Each time the Harpie Lady Queen or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Harpie Queen dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Harpie Queen's Bewitching Glare for the next 24 hours. The Harpie Queen can have no more than six humanoids and up to six beasts charmed at a time. Credit | Lore & Statblock: Asha J. Panesar and Shannon McCullagh
Sonic Shooter The Sonic Shooter is a lower class winged creature that works together with the Harpies as a scout. Its super-sonic speed lets it fly fast over an area and collect information to deliver back to its Harpie masters. Although it is mainly used as a scout, it has some fighting abillities that it uses only if it can't escape through the means of speed or if it is ordered by a Harpie. 104 Sonic Shooter Medium Humanoid(Harpie), Chaotic neutral Armor Class 15 Hit Points 30 Speed 15ft., Fly 70ft. STR DEX CON INT WIS CHA 15 (+2) 20 (+4) 13 (+1) 13 (+4) 17 (+3) 11 (+4) Condition Immunities Charm Senses passive Perception 16 Languages Common, Primordial Challenge 3 Flyby. Sonic Shooter doesn't provoke opportunity attacks when flying. Keen Sight. The Sonic Shooter has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics. The Sonic Shooter has advantage on an attack roll against a creature if at least one of the Sonic Shooter's allies is within 5 ft. of the creature and the ally isn't incapacitated. Sonic Gore-Attack The first time the Sonic Shooter deals damage while flying, it deals 3d6 extra piercing damage with its Talons attack. Actions Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Piercing damage. Credit | Lore & Statblock: Libedrat0r Earl
Inpachi I n the creation of cities, towns and villages for many of the more civilised races the forests and woods of the world have been cut down. This leads to animals and forest spirits having to flee or fight to survive, these creatures are often weaker, either in strength or numbers to the invaders leading to an inevitable outcome. But not all of these creatures are content with this. The Revenge of the Woods. When dark vengeful forest spirits come across a destroyed tree they are able to make use of the pieces to create a form more capable of damaging those they wish to drive out. These spirits fashion these pieces of lumber into a twisted caricature of the very things that once drove them out of their homes. Thus the Inpachi were born, and so the forests themselves were able to fight back against those that seek to destroy them. Given Life without Soul. By nature of their creation Inpachi are difficult to kill in their entirety, the spirits that create them can always find new trees to reform the inpachi body with. These spirits may even purposely damage and lose their first inpachi body in order to learn about the defences of the local village or group they wish to harm, then use a second form to deal the brunt of the attack. Inpachi differ from typical constructs as they have no feeling or free thought, they are merely the housing for the spirit, the "death" of an Inpachi simply returns the wood to its original form, the spirit itself can escape to fight another day. 105 Inpachi Spirit Tiny Fey, Chaotic Evil Armor Class 22 Hit Points 2 (1d4) Speed fly 60ft. STR DEX CON INT WIS CHA 5 (-3) 22 (+6) 10 (+0) 13 (+1) 16 (+3) 2 (-4) Senses Passive Perception 14 Languages Understands Common and Sylvan, cannot speak. Challenge 0 (10 XP) Inpachi Possession If the Inpachi Spirit is within 10ft of a collection of Wood, Burning Wood, Charcoal or Wood and Metal totalling at least 20gp in value or sizeable enough to construct a human figure with a height of 12ft. They create an Inpachi of the appropriate type. Hard to Hit All opportunity Attacks against the Inpachi Spirit are done with disadvantage. Actions Burning Touch. Melee Attack: +5 to Hit, reach 5ft., one target. Hit 3 (1d4+1) fire damage, also sets any wooden items hit not being held, worn or used by another creature on fire. Credit | Lore & Statblock: Daniel Edwards
Wooden Inpachi The basic form of the Inpachi, made of the logs remaining from cut down trees and possessed by the vengeful and dark spirits. These sizeable wooden men often still have the marking used by the lumberjacks from when they were still just a simple tree. Leading to some local legends in the more rural areas referring to them as the numbered wooden men. 106 Inpachi Large Construct, Chaotic Evil Armor Class 13 (Natural Armour) Hit Points 86 (14d6 + 37) Speed 35ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 17 (+3) 13 (+1) 16 (+3) 2(-4) Saving Throws Con +7, Wis +7 Damage Vulnerability Fire Damage Immunities Psychic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 14 Languages Understands Common and Sylvan, cannot speak. Challenge 3 (700 XP) Magic Resistance. The Inpachi has advantage on saving throws against spells and other magical effects. Magic Weapons. The Inpachis attacks are considered magical Immutable Form. The Inpachi is immune to any spell or effect that would alter its form. Flammable. If hit by an attack that deals 20 or more fire damage, the Inpachi bursts into flames taking 3 (1d6) fire damage at the end of each of its turns, but each of its slam attacks dealing 3 (1d6) extra fire damage. Actions Multiattack. The Inpachi makes two slam attacks each turn Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (3d6 + 3) Credit | Lore & Statblock: Daniel Edwards
Blazing Inpachi To many villagers the simplest way to deal with an Inpachi is to set it ablaze, this burns through the body quickly and can even spread to further Inpachi. The spirits however have learn to use this fire to their advantage, as its capability for causing destruction is also increased meaning they may even use their magic to set the forms alight when hoping to destroy the invaders to their lands. However this comes at a cost, they often end up dealing a large amount of damage to body as it goes on, making them fairly short lived if more dangerous to the villages and towns they're often used to attack 107 Blazing Inpachi Large Construct, Chaotic Evil Armor Class 13 (Natural Armour) Hit Points 117 (14d8 + 54) Speed 35ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 19 (+4) 13 (+1) 16 (+3) 2(-4) Saving Throws Con +8, Wis +7, Str +8 Damage Immunities Cold, Psychic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 14 Languages Understands Common and Sylvan, cannot speak. Challenge 4 (1100 XP) Magic Resistance. The Inpachi has advantage on saving throws against spells and other magical effects. Magic Weapons. The Inpachis attacks are considered magical Immutable Form. The Inpachi is immune to any spell or effect that would alter its form. Flaming Form. Any creature that attacks the Inpachi with a melee attack takes 10 (3d6) fire damage. Additionally whenever the Inpachi hits a target with a Slam attack all wooden items not being held, worn or used by that target within 5ft burst into flames. At the end of each of it's turns the Inpachi takes 3 (1d6) fire damage. End of Blaze. If hit with 10 gallons of water the Inpachi looses it's Flaming Form ability, is no longer immune to cold damage, and it no longer deals the fire damage from each of its Slam attacks. Actions Multiattack. The Inpachi makes two slam attacks each turn Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) plus 10 (3d6) fire damage Credit | Lore & Statblock: Daniel Edwards
Charcoal Inpachi Charcoal Inpachis are formed in two ways either the spirit possesses burnt wood as a last ditch effort to escape from or kill the creatures it wishes to attack, or they are the remains of the Blazing Inpachi where the core of the creature was strong enough to keep going after it had been burnt down. These are likely the weakest kind of the Inpachi that can be found, as their form gives them little defence and they are less able to deal damage due to their fragile form. 108 Charcoal Inpachi Large Construct, Chaotic Evil Armor Class 10 (Natural Armour) Hit Points 73 (10d10 + 18) Speed 45ft. STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 13 (+1) 13 (+1) 16 (+3) 2(-4) Saving Throws Dex +8, Wis +7 Damage Vulnerability Fire, Bludgeoning Damage Damage Immunities Psychic Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 14 Languages Understands Common and Sylvan, cannot speak. Challenge 2 (450 XP) Magic Resistance. The Inpachi has advantage on saving throws against spells and other magical effects. Magic Weapons. The Inpachis attacks are considered magical Immutable Form. The Inpachi is immune to any spell or effect that would alter its form. Flammable. If hit by an attack that deals 20 or more fire damage, the Inpachi bursts into flames taking 7 (2d6) fire damage at the end of each of its turns, but each of its slam attacks dealing 5 (2d4) extra fire damage. Ashes to Ashes. When hit but any attack the Inpachi lets loose a small dust cloud of ash, any creature within 5ft must make a DC 10 Dexterity Saving Throw, if they fail they make their next attack with disadvantage, this has no effect if they succeed on the saving throw. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) bludgeoning damage Credit | Lore & Statblock: Daniel Edwards
Woodborg Inpachi When a normal Inpachi isn't enough and the style of attack isn't suited to a Blazing Inpachi the spirits draw in weapons and other source of metal to form a Woodburg Inpachi. Now plated in armour the Inpachi becomes much harder to damage, and more able to deal it out, and the amount of metal the spirit manages to gather can greatly effect how fearsome it is for the average adventurer. This fusion of metal and nature is feared even outside of the usual villages and towns that have to deal with them as they are the closest of the Inpachi to metal golems given true free rein to do as they wish. 109 Woodborg Inpachi Large Construct, Chaotic Evil Armor Class 16 (Natural Armor) Hit Points 130 (10d12 + 65) Speed 25ft. STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 21 (+5) 13 (+1) 16 (+3) 2(-4) Saving Throws Str +10, Con +10, Dex +3, Wis +8 Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses passive Perception 14 Languages Understands Common and Sylvan, cannot speak. Challenge 6 (2300 XP) Magic Resistance. The Inpachi has advantage on saving throws against spells and other magical effects. Magic Weapons. The Inpachis attacks are considered magical Immutable Form. The Inpachi is immune to any spell or effect that would alter its form. Lightning Absorption. If hit by an attack dealing lightning damage the Inpachi takes no damage and is healed for the damage it would have taken. Actions Multiattack. The Inpachi makes two slam attacks each turn and one Claw attack Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) bludgeoning damage Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) slashing damage Stunning Charge (Recharges 5-6). The Inpachi moves in a straight line up to twice its speed, all enemies in its path must make a DC 17 Strength Saving Throw taking 22 (4d10) bludgeoning damage and becoming stunned until the end of the Inpachis next turn on a failed save, taking half as much damage on a successful save and not becoming stunned. Credit | Lore & Statblock: Daniel Edwards
The Harrowing Beast, the Blue Eyes White Dragon L ong forgotten has been the mighty beat of this being's wings. Some thought it may not even exist, the formidable Blue Eyes had kept recluse from the eyes of the common man. Originally born from the forbidden union of a chromatic and metallic dragon, the Blue Eyes is no simple draconian. Along with innate talents it was born with, it is trained much of its subterfuge life honing its skills to not need anyone but itself. The Blue Eyes has no interest in matters of religion, including that of the great wars between its divine creators. While it does not have an ill intention, the Blue Eyes does have a rather large ego, believing it needs not follow any deity. This could make this creature ally or foe, depending on how one plays upon its pride. The Blue Eyes feels that with enough training, it could, in fact, attain godhood itself. If there is one way to release the unrivalled rage of a Blue Eyes, it is to compare it to wizards and spellcasters. It has a burning hatred for scholars of magic, feeling as though they cheaply gain power by studying and using the knowledge of another's success rather than bettering themselves. Above all else, the Blue Eyes despises the Dark Magicians, due to the fact that they not only seek out more arcane secrets rather than creating their own but callously claim to do so in the name of justice as opposed to their own selfish needs. If a Blue Eyes is to encounter one, it will most definitely end in a savage battle. They feel as though they've gained enough power and have begun removing themselves from their recluse lifestyles and are ready to prove to the world just how superior they truly are. Heavenly Heights While no living creature has set eyes upon the home of the Blue Eyes, the beast sometimes tells those they consider "friends" of their glorious abodes floating amongst the clouds. It has been mentioned that the weather is frigid and inhospitable to most while still being capable of hearing the crashing waves of thunder that soothe the blue dragon blood within it. Code of Honour Despite its hatred of the Dark Magicians, the Blue Eyes will not engage in combat unnecessarily, avoiding an altercation with those it considers fragile or frail altogether. In fact, the dragon has an inclination to help innocents who are discriminated against and wronged, becoming a loyal and fierce shield as its silver dragon blood would dictate. Unique Union As stated earlier, the Blue Eyes' unique lineage has gifted it with abilities all its own. One such ability is a discharge of a rare electrical phenomena resembling ball lightning. One would expect this ability to harm them as natural lightning would but instead it strikes with an intense and blinding radiance. 110 Credit | Lore & Statblock: Asha J. Panesar
111 Blue Eyes White Dragon Huge dragon, unaligned Armor Class 20 Hit Points 256 (19d12 + 133) Speed 50 ft., climb 50 ft., fly 100 ft. STR DEX CON INT WIS CHA 28 (+9) 16 (+3) 25 (+7) 16 (+3) 15 (+2) 24 (+7) Saving Throws Str +15, Dex +9, Con +13, Cha +13 Skills Athletics +15, Insight +8, Intimidation +13, Perception +8 Damage Immunites cold, lightning, radiant Condition Immunities frightened, paralyzed Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 24 Languages Common, Celestial, Draconic Challenge 18 (20000 XP) Flyby Blue Eyes White Dragon doesn't provoke opportunity attacks when flying. Legendary Resistance (3/Day). If the Blue Eyes White Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. Blue Eyes White Dragon has advantage on saving throws against spells and other magical effects. Spellcaster Bane. Blue Eyes White Dragon can sense the magical nature of spellcasters and has advantage on all attack rolls against them. Actions Multiattack. The Blue Eyes White Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 9) piercing damage plus (1d10) lightning damage. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The Blue Eyes White Dragon uses one of the following breath weapons. Lightning Breath. The Blue Eyes White Dragon exhales a ball of lightning which then shoots forward in a 90- foot line that is 10 ft. wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Radiant Breath. The dragon exhales an incandescent blast in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions Blue Eyes White 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 creature’s turn. Blue Eyes White Dragon regains spent legendary actions at the start of their turn. Detect.The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. White Lightning (Costs 3 Actions). The dragon makes a lightning breath attack if available. Credit | Lore & Statblock: Asha J. Panesar
Blue Eyes Ultimate Dragon On rare occasion, the Blue Eyes will resonate with its powerful ancestry, being born with three heads, much like the chromatic goddess, reflecting the fierce potential it can achieve. These three headed hatchlings stand greater than even its fellow brethren, though it retains more of the honour and charisma of the opposing deities rule. It no longer sees those below it as weaker and disposable. Perhaps this evolution would be more susceptible to working with another, unlike the arrogant single headed of its brood. 112 Credit | Lore & Statblock: Asha J. Panesar
113 Blue Eyes Ultimate Dragon Gargantuan dragon, unaligned Armor Class 23 Hit Points 546 (28d20 + 252) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 18 (+4) 19 (+4) 28 (+9) Saving Throws Str +18, Dex +10, Con +17, Cha +17 Skills Athletics +18, Insight +12, Intimidation +17, Peception +12 Damage Immunities cold, lightning, radiant, bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, frightened, parlayzed Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27 Languages Common, Celestial, Draconic Challenge 25 (75000 XP) Flyby Blue Eyes Ultimate Dragon doesn't provoke opportunity attacks when flying. Legendary Resistance (3/Day). If the Blue Eyes Ultimate Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. Blue Eyes Ultimate Dragon has advantage on saving throws against spells and other magical effects. Spellcaster Bane. Blue Eyes Ultimate Dragon can sense the magical nature of spellcasters and has advantage on all attack rolls against them. Actions Multiattack. The Blue Eyes Ultimate Dragon can use its Frightful Presence. It then makes five attacks: three with its bite (one per head) and two with its claws. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 10) piercing damage plus (2d10) lightning damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 4-6). The Blue Eyes Ultimate Dragon has three separate breath weapons, each with its own recharge and type. Only one breath weapon can be used per round. Lightning Breath. The Blue Eyes Ultimate Dragon exhales a ball of lightning which then shoots forward in a 120-foot line that is 10 ft. wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Radiant Breath. The dragon exhales an incandescent blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions Blue Eyes Ultimate 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 creature’s turn. Blue Eyes Ultimate Dragon regains spent legendary actions at the start of their turn. Detect.The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Neutron Blast (Costs 3 Actions). The dragon exhales three balls of lightning, one from each head, towards three separate directions in a 120-foot line that is 10 feet wide. Each creature in the line must make a DC 25 Dexterity saving throw, taking 50 (8d10) lightning damage and 50 (8d10) radiant damage on a failed save, or half as much on a successful one. Credit | Lore & Statblock: Asha J. Panesar
Dragon Master Knight At some point, the Black Luster Soldier encountered the ever elusive Blue Eyes Ultimate Dragon nearly fresh from the egg. Both shared an unspoken bond from their strange lineage. The soldier felt that perhaps he could raise this dragon as his own and form a strong kinship, if not fight alongside the three-headed beast, proving that even the mighty Blue Eyes can be tamed. The Blue Eyes Ultimate Dragon, in turn, imprinted on the Black Luster Soldier due to the time spent together and would fight to its last breath if it meant keeping the one that raised him safe. Raising the rare draconid showed the Black Luster Soldier a new path in life, one of benevolence, patience and kindness. Together they stand unrivalled. 114 Credit | Lore: Asha J. Panesar
115 Dragon Master Knight huge dragon, neutral good Armor Class 27 (natural & plate -rider-) Hit Points 643(26d20 + 304) Speed 40 ft., climb 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 17 (+3) 17 (+3) 24 (+7) Saving Throws Str +15, Dex +9, Con +14, Cha +14 Skills Athletics +15, Insight +10, Intimidation +14, Perception +10 Damage Immunities cold, lightning, poison, radiant, bludgeoning, piercing and slashing from non magical attacks Condition Immunities blinded, charmed, frightened, paralyzed, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22 Languages Common, Celestial, Draconic, Sylvan Challenge 27 (105,000 XP) Flyby The Dragon doesn't provoke opportunity attacks when flying. Legendary Resistance (3/Day). If the Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The Dragon and its rider have advantage on saving throws against spells and other magical effects. Flank Tactics. The Dragon's rider can leap from it's back in an attempt to flank their enemy. By flanking a target (no bigger than huge size) they can get advantage on their attacks or impose disadvantage when the target attacks. The separation can last up to two rounds. They use their bonus to be mounted again and while they are separated, they can still share each other stats(AC, HP, etc) Innate Spellcasting. The rider's innate spellcasting ability is Charisma (spell save DC 24). It can innately cast the following spells, requiring no material components: Bane (2/day), Command (2/day), Mass Suggestion(1/day), Hold Person (1/day), Power Word Stun (1/day) Dominator Dragon's prodigious and mighty appearance cause the respect of other nearby dragons. The rider can try to persuade other dragons to allie with them. An unwilling dragon must make a DC 24 Wisdom Saving throw to resist the effect. A dragon can repeat its Saving Throw once per 28 days. Any check to resist the persuasion is maid with disadvantage. Spellcaster's Bane. The Dragon can sense the magical nature of spellcasters and has advantage on all attack rolls against them. Living Tempest (1/ week) If the Dragon is on an open area, it can affect the weather and cause a lightning storm. As an action he can invoke a thunderstorm centered on itself and in a radius of 300ft around it. The vision in the area become obscured from the raging storm. Actions Multiattack. The Dragon can use its Frightful Presence. It then makes four attacks in combination with its rider: Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (2d10 + 9) piercing damage plus (1d10) lightning damage. Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing damage. Greatsword Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The Blue Eyes White Dragon uses one of the following breath weapons. Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Radiant Breath. The dragon exhales an incandescent blast in a 60-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions Blue Eyes Ultimate 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 creature’s turn. Blue Eyes Ultimate Dragon regains spent legendary actions at the start of their turn. Detect.The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Thunder(Costs 1 Action) If the living tempest is activated, the Dragon can invoke a thunder to hit a creature it can see (by any means). A creature must succeed on a DC 24 Dexterity saving throw, on a fail, he suffers 30 (5d10) lighting damage, and half as much damage on success. Creatures that wear metal armor or are made of metal have disadvantage on saving throw. Credit | Statblock: Dimitris Boutsikas
Curse of Dragon Curse of dragon is a dark creature born in the gap between the material plane and the Shadow Realm. Not being able to understand the concepts of good and evil, this creature is cursed to travel between the planes having its only purpose to find the perfect dragon rider. Its powerful attacks are being empowered by the dark forces of the shadow realm. 116 Curse of Dragon Large Dragon, neutral Armor Class 18 (Natural Armor) Hit Points 110(14d10 + 26) Speed 10 ft. fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 7 (-2) 8 (-1) 9 (-1) Skills Perception +4 Vulnerabilities Radiant Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Necrotic, Poison, One elemental type Condition Immunities Charmed, Unconscious Senses passive Perception 13 Languages Draconic Challenge 5 (1,800 XP) *Veil Pass(3-4 Recharge.) The dragon can fly through the veil between living and dead and vanishes for the duration(1 round). While does so, it has visual of the living world, it regains 3d10 Hit Points and enforces its body with necrotic energy. When it reappears it can attacks as it has a surprise and unleashes the necrotic energy as a burst of shadows around it. Every creature within 5ft. range must make a DC 15 Constitution Saving Throw, on fail Suffers 3d10 Necrotic Damage and is blinded for 1d4 rounds. Half as much damage at success and no other effects occur. Actions Multiattack. The dragon makes two attacks: one with its bite and one with its stinger. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 4) piercing damage. Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 20 (4d8) Necrotic damage on a failed save, or half as much damage on a successful one. Credit | Statblock: Boutsikas Dimitris \ Lore: Duke George
Gaia the Dragon Champion 'If you start feeling strange, your breath is slower and your blood is cold... then be sure that you are cursed.' Gaia the dragon champion however, is not someone that can be cursed easily. The fate of everyone who rides the curse of dragon is to find an instant and painful death. Gaia has managed to suspend the Dragon's Curse and convince it to let him ride it. In its union the dragon and rider became the champion that all shall fear. With its dark vision this monster is a perfect predator on the starless nights many times grabbing its victims and throwing them from the sky. 117 Gaia the Dragon Champion Large (mounted) fiend(knight)/Dragon, any neutral Armor Class 20 (Plate) Hit Points 155(17d8 + 47) Speed 10 ft., fly 70ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 14 (+2) Saving Throws Str +6, Cha +6 Skills Perception +5, Intimidation +6 Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons. Condition Immunities Poisoned, Frightened, Charmed Senses Darkvision 120 Ft., passive Perception 18 Languages Common,Dragonic, Abyssal Challenge 9 (5,000 XP) Mounted Agility All opportunity attacks against Champion and his mount, are made with disadvantage. Curse Immunity Any spell that tries to inflict the champion with a curse instantly fails. Actions Multiattack. Champion and his dragon make three attacks total in their round. Two with lances and one with its stinger. Lance Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 16 (1d12 + 8) Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 12(2d6 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 12 (3d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions. Skyfall (Recharge 5-6). The dragon can swoop from the air to impale all his enemies in a line in front it with his lances in 30 ft. by 5ft width line. When doing so, every creature in radius must succeed a DC 16 Strength Saving Throw. On fail suffer 20 (2d10+8) Piercing Damage and fall prone 5ft backwards, half as much damage on success and no other effects occur. If a creature fails its Saving Throw for 5 or more, the dragon can grapple it and use its reaction. Reaction If dragon manages to grapple a creature can Bite it as a reaction. Bite.: Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled creature. Hit: 8(1d6 + 4) piercing damage. Credit | Statblock: Boutsikas Dimitris \Lore: Libedrat0r Earl
Red Eyes Black Dragon The Red Eyes Black Dragon is a monster driven only by anger and vengeance. A corrupted shell of its former self, a Red Eyes is a Blue Eyes White Dragon that has had its spirit and ego broken, brought to the brink of death but not killed. As the dragon heals, the old scales begin to shed and molt, leaving behind its metallic heritage and allowing the chromatic hatred to boil inside and take over. Grand Corruption The majestic creature that once was becomes a being of pure hatred. Where the Blue Eyes will spare or assist a weakened creature, a Red Eyes Black Dragon only sees a target. Fueled by its prior failure, those already suffering anger the beast by reminding the Red Eyes of its past self, while those who stand strong and proud become enemies worth defeating to return the Red Eyes to its former glory. Nothing is safe from the fury of this winged harbinger of death. Red Hot Anger The transformation of the Red Eyes Black Dragon is not only mental, but physical as well. Forsaking its prior kindness as a sign of weakness, the Red Eyes embraces the evil within itself. The radiant breath it once had instead burns hotter than lava, causing mass destruction to anything that stands in its way. A vicious, single minded killer, the Red Eyes Black Dragon merely wants to watch the world burn and rule a desolate, lifeless landscape as the only being. 118 Credit | Lore: Jon King
The Red Eyes lair The Red Eyes makes it homes in mountains caves and deep tunnels. Anywhere surrounded by thick stone will do. It does this as it can transmit the Earth's ore around it. It creates a rare metal that can only be found in mines were the Red Eyes has made its home. It is called Black steel. Because of its strength and lightness warriors have pledged their loyalty to the Red Eyes simply to take advantage of a metal no other warrior may possess. Lair Actions On initiative 20 (losing initiative ties), the Red Eyes takes a lair action to cause one of the following effects; the red eyes can't use the same effect two rounds in a row; A wall of black steel erupts from the ground. The red eyes creates a steel wall on a solid surface it can see within 120 ft of it. The wall can be 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space, appearing on whichever side it wants. Each 10-foot section of the wall has AC 13, 60 HP and immunity to fire, necrotic, poison, and psychic damage. The wall disappears when the red eyes uses this action again or the red eyes dies. Shards of black steel extrude from the walls shredding any creatures in the area. The Red Eyes chooses a point it can see within 120 feet. Each creature is a 5 foot radius from that point must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, and half as much on a successful one. (This action can only be used if the Red Eyes has taken damage since its last used a lair Action in this encounter.) The heat the Red eyes uses to transmute metal is freed from its body by a new wound. Each creature within 30 feet of the dragon must make a DC 15 Dexterity Saving throw, or take 21 (6d6) fire damage. Regional effects The region containing a Red Eyes Black Dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Black steel ore can be mined in the caves and underground within 6 miles of the Lair. Plants within 1 mile of the lair die, and new plants in the area are unable to grow. Any caves in the area become extremely hot. Creatures spending an extended time underground suffer from the effects of extreme heat (DMG pg. 110) 119 Red Eyes Black Dragon Large dragon, Chaotic Evil Armor Class 18 Hit Points 178 (17d10 + 85) Speed 40ft., climb 40ft., fly 80ft STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Skills Perception +8, Stealth +4 Damage Immunities Fire Senses Blindsight 30ft., darkvision 120ft., passive Perception 18 Languages Draconic Challenge 10 (5,900 XP) Legendary Resistance (2/day). If the red eyes fails a saving throw, it can choose to succeed instead. Actions Multiattack The dragon can make three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 13 (2d6 + 6) Slashing damage. Tail Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Inferno Fire Blast (Recharge 5-6). The Red Eyes exhales Fire in a 30ft cone. Each Creature in the area must make a DC 17 dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one. Legendary Actions The read eyes 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 a creature's turn. The red eyes regains spent legendary actions at the start of its turn. Detect The red eyes makes a wisdom (Perception) check. Tail Attack The red eyes makes a tail attack. Wing Attack (Costs 2 Actions). The red eyes beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The red eyes can then fly up to half its speed. Credit | Statblock: Louis jameson
Stardust Dragon T here are few things more powerful than the heart of a star but the avatar of a star comes quite close; the Stardust Dragon is one such avatar. Representing the most prominent star used in navigation by astrologists and sailors alike, the Stardust Dragon wields some of the most potent spellcasting ability of the dragons. From the Heavens The creation of the Stardust Dragon was triggered by the destruction of another celestial body, and the remnants of the destroyed star coalesced and took the form of the creature that had destroyed it, thus becoming the avatar of the sister star. Shimmering Retribution The star is seeking retribution against the creature that destroyed its twin and has sent its avatar to find it. If they ever do finally come upon the destructor, it is prophesized that it could potentially bring about the end of the world. Star Spells The Stardust Dragon draws power from its parent star and channels it into magical abilities both helpful and harmful. 120 Credit | Lore: Asha J. Panesar
121 Stardust Dragon Huge celestial, neutral good Armor Class 19 Hit Points 243 (18d12 + 126) Speed 40 ft., fly 120 ft. STR DEX CON INT WIS CHA 20 (+5) 26 (+8) 22 (+6) 16 (+3) 15 (+2) 22 (+6) Saving Throws Str +10, Dex +13, Con +11, Wis +7 Skills Arcana +8, History +8, Perception +7, Survival +7 Damage Immunities cold, radiant Condition Immunities charmed, exhausted, frightened Senses Truesight 120 ft., passive Perception 17 Languages All, Telepathy 120 Ft. Challenge 16 (15000 XP) Divine Awareness. The Stardust Dragon knows when it hears a lie. Innate Spellcasting. The Stardust Dragon's spellcasting ability is Charisma (spell save DC 21) and it has +11 to a ranged magic attack. The Stardust Dragon can innately cast the following spells, requiring no material components: At will: flame sphere, gust of wind, scorching ray (level 5) 3/day each: heal, mirror image, shield, sunbeam 1/day each: freezing sphere, meteor swarm, wall of force. Legendary Resistance (3/Day). If the Stardust Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The Stardust Dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Stardust Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d8 + 5) bludgeoning damage. Frightful Presence. Each creature of the Stardust Dragon's choice that is within 120 feet of the Stardust Dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Stardust Dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6). The Stardust Dragon uses one of the following breath weapons. Cosmic Breath. The dragon exhales a frigid radiant blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 30 (7d8) cold damage and 30 (7d8) radiant damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape. The Stardust Dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the Stardust Dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Stardust 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 creature’s turn. Stardust Dragon regains spent legendary actions at the start of their turn. Detect. The Stardust Dragon makes a Wisdom (Perception) check. Tail Attack. The Stardust Dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Stardust Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Stardust Dragon can then fly up to half its flying speed. Credit | Statblock: Asha J. Panesar
Ancient Fairy Dragon Hailing from the Feywild, the Ancient Fairy Dragon is a rare and elusive sight. The Ancient Fairy Dragon can be occasionally seen soaring through the skies of the Feywild, its benevolent presence a comfort to those in need. Although this dragon is eager to assist, sometimes its assistance can be somewhat chaotic; such as randomly teleporting wayward adventurers out of harm's way but not necessarily to a controlled location. Mischievous Illusionist The Ancient Fairy Dragon tends to prefer non-physical forms of defence, such as illusions to trick its enemies. Sometimes these illusions can startle those it's trying to help as well. Voice of the Heart The Ancient Fairy Dragon can read the emotional state of those around it and can easily discern the alignment of those nearby, naturally gravitating towards those in distress due to its innate desire to help. Spiritual Harmony Being in tuned with the fey surroundings, the Ancient Fairy Dragon can often call upon other fey spirits to assist those in need or to defend itself. 122 Credit | Statblock & Lore: Asha J. Panesar
123 Ancient Fairy Dragon Huge fey, chaotic good Armor Class 19 Hit Points 184 (16d12 + 80) Speed 40 ft., fly 80 ft, swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 25 (+7) 22 (+6) 26 (+8) 18 (+4) 20 (+5) Saving Throws Dex +12, Int +13, Wis +9, Cha +10 Skills Arcana +13, Nature +13, Persuasion +10, Perception +9 Damage Immunities psychic Condition Immunities charmed Senses passive Perception 3 Languages Common, Elven, Sylvan, Telepathy 120 Ft. Challenge 14 (11500 XP) Amphibious. The Ancient Fairy Dragon can breathe air and water. Heart Sight. The Ancient Fairy Dragon emits a 60-foot aura that any who are currently within it reveals to the Ancient Fairy Dragon the targeted creature's current emotional state. If the target fails a DC 18 Charisma saving throw, the Ancient Fairy Dragon also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Innate Spellcasting. The Ancient Fairy Dragon's innate spellcasting ability is Intelligence (spell save DC 21). The Ancient Fairy Dragon can innately cast the following spells, requiring no material components: At will: hallucinatory terrain, invisibility (self only), programmed illusion 3/day each: hypnotic pattern, phantasmal force, phantasmal killer 1/day each: illusory dragon, mental prison Legendary Resistance (3/Day). If the Ancient Fairy Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The Ancient Fairy Dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Ancient Fairy Dragon can use its Charming Allure. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d6 + 5) piercing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d8 + 5) piercing damage. Charming Allure. Each creature of the Ancient Fairy Dragon's choice that is within 120 feet of the Ancient Fairy Dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Ancient Fairy Dragon's Alluring Presence for the next 24 hours. Psychic Blast (Recharge 5-6). Ancient Fairy Dragon unleashes a torrent of psychic energy in 60-foot cone. Each creature in that area must make a DC 21 Intelligence saving throw, taking 56 (12d8) psychic damage on a failed save, or half as much damage on a successful one. Call of the Feywild (1/Day). The Ancient Fairy Dragon can summon 6 blink dogs or 6 sprites or 4 satyrs or 2 dryads. A summoned gey appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other fey creatures. It remains for 1 minute until it or its summoner dies, or until its summoner dismisses it as an action. Legendary Actions Ancient Fairy 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 creature’s turn. Ancient Fairy Dragon regains spent legendary actions at the start of their turn. Detect. The Ancient Fairy Dragon makes a Wisdom (Perception) check. Tail Attack. The Ancient Fairy Dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Ancient Fairy Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 5) bludgeoning damage and be knocked prone. The Ancient Fairy Dragon can then fly up to half its flying speed. Credit | Statblock & Lore: Asha J. Panesar
Life Stream Dragon From a vast fissure in the earth caused by a magical cataclysm, sprang forth the Life Stream Dragon as a healing entity to close up the rift and mend the land. After its monumental task was complete, the Life Stream Dragon set out through the realm, its mere presence causing bountiful harvests and good health for miles around. It stands as a sentinel, ready to spring into action at the first sign of another catastrophe. From the Earth The Life Stream Dragon was formed by the vitae of the world, a result caused by severe trauma to act as a defence mechanism. Once this vanguard is summoned, it takes a thousand years for the planet to regenerate the energy to create these impressive protectors. Life Springs Eternal This creature is formed of concentrated life force from the planet itself and thus nearby plants and animals benefit greatly from its presence as it radiates that energy for miles around. Living Lance A physical part of the Life Stream Dragon itself, this lance has both the ability to heal and harm. There are even legends of it being able to bring the deceased back to life. 124 Credit | Statblock & Lore: Asha J. Panesar
125 Life Stream Dragon Huge elemental, neutral good Armor Class 20 Hit Points 225 (18d12 + 108) Speed 40 ft., burrow 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 19 (+4) 24 (+7) 23 (+6) 26 (+8) 22 (+6) Saving Throws Str +10, Con +12, Int +11, Wis +13 Skills Arcana +11, Medicine +11, Nature +11, Perception +13 Damage Immunities fire, bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities petrified, poisoned, stunned Senses Blindsight 60 Ft., Darkvision 120 Ft., Tremorsense 120 Ft., passive Perception 23 Languages Draconic, Primordial, Undercommon Challenge 16 (15000 XP) Earth Glide. The Life Stream Dragon can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Legendary Resistance (3/Day). If the Life Stream Dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Stone Camouflage. The Life Stream Dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain Actions Multiattack. The Life Stream Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d8 + 5) bludgeoning damage. Frightful Presence. Each creature of the Life Stream Dragon's choice that is within 120 feet of the Life Stream Dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Life Stream Dragon's Frightful Presence for the next 24 hours. Lance of Vitality (3/Day). The Life Stream Dragon pierces the heart of a fallen ally within a minute of their death, breathing new life into them. This ability works the same as the Revify spell and the target takes no damage from the lance piercing their heart. Lance of Reclamation (3/Day). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (2d12 + 5) piercing damage and the target must make a DC 20 Constitution saving throw, becoming poisoned and gaining one level of exhaustion on a failure, and no effect on a success. The points of exhaustion can stack to a maximum of three, any further successful attacks do not accrue more exhaustion after the third. Breath Weapons (Recharge 5-6). The Life Stream Dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 63 (18d6) damage on a failed save, or half as much damage on a successful one. Healing Breath. The dragon exhales curative energy in a 60-foot cone that heals allies only. Each allied creature in that area heals 30 (5d12) hit points as well as curing one status ailment per ally creature. Legendary Actions Life Stream 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 creature’s turn. Life Stream Dragon regains spent legendary actions at the start of their turn. Detect. The Life Stream Dragon makes a Wisdom (Perception) check. Tail Attack. The Life Stream Dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Life Stream Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 18 Dexterity saving throw or take 14 (2d6 + 5) bludgeoning damage and be knocked prone. The Life Stream Dragon can then fly up to half its flying speed. Credit | Statblock & Lore: Asha J. Panesar
Black-Winged Dragon D eep underground, a single obsidian egg hatched and unleashed an abomination soon to be known as the Black-Winged Dragon. This savage creature terrorized the denizens of the Underdark, reaping chaos and death everywhere it went. Sixth Sense The Black-Winged Dragon's wings aren't actually necessary for flight but serve as sensory organs to detect movement in the air as it prowls the depths of the Underdark. Chitinous Hide The Black-Winged Dragon's body is protected by durable chitinous plates, which make it difficult to injure. The darkly reflective plates are effective at negating the damage caused by force energy. Tyrannical Terror The Black-Winged Dragon tends to prefer subjugation of intelligent races through fear and savage punishment of disobedience. It tends to prefer gnomes and duergar as drow tend to be too loyal to their spider goddess and illithids are far too clever and will avoid it. 126 Credit | Statblock & Lore: Asha J. Panesar
127 Black-Winged Dragon Huge aberration, chaotic evil Armor Class 21 Hit Points 212 (17d12 + 102) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 26 (+8) 24 (+7) 26 (+8) 12 (+1) 16 (+3) 20 (+5) Saving Throws Str +13, Dex +12, Con +13, Int +6 Skills Athletics +13, Deception +10, Perception +8, Stealth +12 Damage Immunities force, psychic Condition Immunities frightened, prone, stunned Senses Blindsight 60 Ft., Darkvision 120 Ft., Tremorsense 60 ft., passive Perception 21 Languages Deep Speech, Qualith, Undercommon Challenge 14 (11500 XP) Legendary Resistance (3/Day). If the Black-Winged Dragon fails a saving throw, it can choose to succeed instead. Shadow Stealth. While in dim light or darkness, the Black-Winged Dragon can take the Hide action as a bonus action. Its stealth bonus is also improved to +15. Sunlight Sensitivity. While in sunlight, the Black-Winged Dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The Black-Winged Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 8) piercing damage plus (1d8) force damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 6) slashing damage. Frightful Presence. Each creature of the Black-Winged Dragon's choice that is within 120 feet of the BlackWinged Dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Black-Winged Dragon's Frightful Presence for the next 24 hours. Shadow Squall Blast (Recharge 5-6). The Black-Winged dragon unleashes a dark force blast in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 28 (6d8) force damage and 28 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. Legendary Actions Black-Winged 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 creature’s turn. Black-Winged Dragon regains spent legendary actions at the start of their turn. Detect. The Black-Winged Dragon makes a Wisdom (Perception) check. Bite Attack. The Black-Winged Dragon makes a bite attack. Wing Attack (Costs 2 Actions). The Black-Winged Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 8) bludgeoning damage and be knocked prone. The Black-Winged Dragon can then fly up to half its flying speed. Credit | Statblock & Lore: Asha J. Panesar
Twin Cyber Dragon In the lawful and unquestionable realm of Mechanus,millenia ago, an alchemist who’s name is long forgotten, guided by his enthusiasm, defied the strict law of his world, of noninventing anything new. The alchemist had the idea to create an adamantine dragon-like body which it would allow a dragon’s neural system exist forever inside it. Many elder dragons, who had heard about the alchemist’s brilliant achievements, responded at his invitation, in order to try this new and so forbidden creation. The alurring eternal life without the curse of becoming a dragonlich, carried great temptation. Many adults perish during the experimental transition. No matter how well his calculations was, no construct was able to sustain the godlike serpents’ living substance for too long. After plenty of failures the inventor came to the fact that the dragon's nervous system could be incorporated with the diamond suit, if their brain hemispheres were disrupted in two separate parts. The experiment seemed to crown successfully, or so it seemed. Although the subjects survived the separation, no dragon could manage to maintain his spiritual integrity. Subjects, sneaky and furious, have escaped from the lab of the alchemist and caused the absolute chaos until their action has been suppressed by the subordinates of Primus. The lord of Mordons, commanded the immediate exile of the alchemist from Mechanus and placed these new creatures as guardians in the passages between Mechanus and Acheron. Though, nothing new is allowed to be invented in this realm, the laws of the world, does not allow the destruction of anything that might serve the establishment. Every dragon that ever attempts to change the establishment of Mechanus and its strict laws, now suffers the “punishment of the suit”. After becoming a twin-cyber-dragon, they are placed near the portal that links Mechanus and Acheron to forever serve. 128 Twin Cyber Dragon Large Construct, Lawful neutral Armor Class 19(Natural Armor, adamantine) Hit Points 150(10d12 + 60) Speed 50ft., Fly 60ft STR DEX CON INT WIS CHA 19 (+4) 22 (+6) 17 (+3) 10 (+0) 18 (+4) 12 (+1) Saving Throws Dex +3, Con +2, Wis +2, Cha +1 Condition Immunities Poisoned, Charmed, Frightened, Blinded Damage Immunities Thunder, Acid, Piercing, Slacing, Bludgeoning from non-adamantine weapons. Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 18 Languages Dragonic, Telepathy(120 ft.) Challenge 12 (8400 XP) Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead. Twin Heads. Twin Cyber Dragon has two heads(Spined and Bullet-type). Its heads can cooperate to defend itself against magic and melee attacks. Its spined head can absorb any spell of 4thlevel or lower that is casted against it and store the spell's energy inside its body for up to three rounds. As a reaction the Bullet-type head can release the stored energy as Chain Lightning spell. When the Bullete type head is attacked with melee attacks the Spined head can use its reaction to attack. Actions Multiattack. The dragon makes three attacks: two with its heads and one with its tail. Bite. (spined head) Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage. Slam. (Bullet head) Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (1d10 + 6) bludgeoning plus (2d4+3) thunder damage. Tail. The dragon swips its tail around it for a full circle.Each creature within 10 feets of that area must make a DC 17 Dexterity saving throw, taking (3d6+4) piercing damage plus(3d4+3) thunder damage on a failed save. Credit | Lore & Statblock: Boutsikas Dimitris
Meteor Dragon It is said that these massive beasts came from the heavens. They crashed down to the planet like a meteor, for which they are named. This massive beast looks more akin to a massive turtle with wings than that of a dragon. Wings stretching from its red and black marble shell. Magma glows from cracks in its shell like a molten river. These alien dragons breath molten hot magma in place of the traditional elements. They often leave the battlefield looking like an active volcano, making this creature a formidable foe, as the terrain around it burns everything, making combat difficult. These creatures claim to come from a world of pure fire. A storm unlike anything they have ever experienced began cooling their home and driving them away. The low temperatures make for a suffering experience and nearly inhospitable to many of their race. They choose to cast themselves to the heavens in search of a new home, pulling themselves into their shells and entering a hibernation while they traveled. They are unsure for how long they traveled, or where it is they have ended up. They have spent the last century learning this new world and its inhabitants. Meteor dragons prefer live in places of extreme heat, where most do not enter. Volcanoes and deserts are some of their favored terrain. Not only for the extreme comfort, but more importantly, they are left to their own devices and not bothered by the sentient beings that reside here. 129 Meteor Dragon Large dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 178 (17d10+ 85) Speed 40 ft., climb, 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 22 (+6) 11 (+1) 20 (+5) 15 (+2) 10 (+0) 19 (+4) Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18 Languages Ignan Challenge 11 (5,900 XP) Actions Multiattack. The dragon makes three attacks: one with its bite or tail and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17(2d10 + 6) piercing damage plus 3(1d6) fire damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13(2d6 + 6) slashing damage. Magma Breath (Recharge 5-6). The dragon exhales magma in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 47 (15d6) fire damage on a failed save, or half as much damage on a successful one. The area becomes covered in magma becoming difficult terrain. A creature that enters the area or ends its turn there must also succeed on a DC 17 Constitution saving throw. On a failed save, the creature takes 7(2d6) fire damage or half as much on a success. Credit | Statblock: Justin Handlin \ Lore: Sebastian Amadeus Wake
Black Rose Dragon Deep in the depths of an enchanted forest, a small seed began to grow on the corpse of a fallen dragon. Nourished by the decaying corpse, a black rose bush engorged on the magic of the fallen beast and began to transform and take on a life of its own, becoming the Black Rose Dragon. Guardian Thorns The thorny vines of the Black Rose Dragon snake everywhere in the enchanted forest, serving as feelers and alerting it when an enemy approaches. The forest being its lair, an attack by these vines could come at any time. Alluring Fragrance When the Black Rose Dragon sends forth its petals, it is accompanied by the sweet smell of roses. Unbeknownst to most adventurers, the pollen mixed with the petals can cause a charm effect. Absorption of Decay The Black Rose Dragon draws strength from sources of death and decay, absorbing necrotic energy to heal itself. 130 Credit | Statblock & Lore: Asha J. Panesar
131 Black Rose Dragon Huge plant, chaotic neutral Armor Class 19 Hit Points 195 (17d12 + 85) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 20 (+5) 12 (+1) 14 (+2) 20 (+5) Saving Throws Str +10, Dex +9, Con +10, Cha +10 Skills Athletics +10, Medicine +6, Nature +6, Perception +7 Damage Immunities necrotic, poison Condition Immunities charmed, poisoned Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 17 Languages Elven, Primordial, Sylvan Challenge 14 (11500 XP) Legendary Resistance (3/Day). If the Black Rose Dragon fails a saving throw, it can choose to succeed instead. Necrosynthesis. Anytime the Black Rose Dragon is hit by a necrotic attack, it doesn't take damage and heals the whole amount taken instead. Actions Multiattack. The Black Rose Dragon can use its Charming Allure. It then makes four attacks: one with its bite and three with its black thorn whips. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage and (1d8) poison damage. Black Thorn Whips. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d6 + 6) piercing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (2d8 + 5) piercing damage. Charming Allure. Each creature of the Black Rose Dragon's choice that is within 120 feet of the Black Rose Dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Black Rose Dragon's Alluring Presence for the next 24 hours. Black Rose Gale (Recharge 5-6). The Black Rose Dragon exhales poisonous necrotic energy in a 60-foot cone. Each creature in that line must make a DC 18 Constitution saving throw, taking 28 (6d8) necrotic damage and 28 (6d8) poison on a failed save, or half as much damage on a successful one. Legendary Actions Black Rose 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 creature’s turn. Black Rose Dragon regains spent legendary actions at the start of their turn. Detect. The Black Rose Dragon makes a Wisdom (Perception) check. Tail Attack. The Black Rose Dragon makes a tail attack. Wing Attack (Costs 2 Actions). The Black Rose Dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 5) bludgeoning damage and be knocked prone. The Black Rose Dragon can then fly up to half its flying speed. Black Rose Dragon's Lair The lair of this magnificent beast is the entirety of the enchanted forest surrounding it but it makes its primary residence in a clearing towards the center of the forest. Piles of decaying animal and plant matter litter the grove, providing the sustenance for the Black Rose Dragon. Lair Actions On initiative count 20 (losing initiative ties), Black Rose Dragon can take a lair action to cause one of the following effects. It cannot use the same effect two rounds in a row: Black Thorn Restraints Black thorny vines erupt from the ground and attempt to grapple the intruders. Each hostile target that is standing within the terrain must make a DC 18 Strength saving throw or be restrained on a failed save. For each target that is restrained, as an action on their turn they can repeat the Strength Save, breaking free on a success. Nourishing Compost The Black Rose Dragon extends tendrils towards the piles of decomposing bodies nearby. The Black Rose Dragon then heals 4d10 hit points. Deadly Spores The terrain emits forth a cloud of poisonous spores that encompasses the grove. Each hostile target must make a DC 18 Constitution saving throw or be poisoned on a failed save. For each target that is poisoned, they can repeat the Constitution Save at the end of their, ending the effect on a success. Credit | Statblock & Lore: Asha J. Panesar
Thousand Eyes Idol The Thousand Eyes is a multiplaner presence born of the maddening lust for knowledge and the fear of ignorance. It struggled against the very confines of creation, breaking every barrier and dragging every secret into the light, no matter how small. Higher powers sealed it behind a puzzle so complex that no one mind could process its incredible machinations. The Thousand Eyes realized that it could never solve the puzzle as it was, but if it added thousands of minds to its own conciousness and scoured the multiverse of new knowledge that had developed during its imprisonment it could obtain the capacities needed to solve the puzzle. To this end it tore out its own incredible mind and shattered it upon the walls of its prison. Thus sending forth hundreds of Thousand Eyes Idols, fragile but powerful mages into the Multiverse on a quest for Thralls and knowledge. Behind the seal it’s monsterous and contorted body known as Relinquished is left behind. While Relinquished protects their host body the Idols quest throughout the Multiverse stealing minds and souls, hoarding arcane secrets and forcing magically gifted Thralls into their service. Once the Idols have accumulated enough information and processing power to solve the question they will combine with The Relinquished to form the Thousand Eyes Restrict. A monster far more learned and terrible than the original Thousand Eyes. A Monster that will hoard all information in the Multiverse and then ensure that no more is ever created. Thousand Eyes Idols are fragments of the Thousand Eyes's unfathomable mind. The Thousand Eyes Idols have dispersed throughout the Multiverse to gain influence, power and, ultimately, magical knowledge. They infiltrate governments, create clandestine organizations, gather knowledge and accumulate Thralls and followers that they will sacriice to process the great question. Individual Idols can develop their own quirks, personalities, and identities during their travels. Idols are deeply aware of their own fragility and take every possible precaution. They avoid direct conflict at all costs, preferring to act through thralls and minions. They will always seek to escape any danger, prioritizing a safe return of their hard earned knowledge to Relinquished. 132 Thousand Eyes Idol Small Aberration, Neutral Evil Armor Class 20 Hit Points 2(1d6-2) Speed 20ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 6 (-2) 22 (+6) 18 (+4) 14 (+2) Condition Immunities blinded Senses passive Perception 19 Languages Telepathy Challenge 5 (1,800 XP) Evasion When the Thousand Eyes Idol is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if you succeed on the saving throw, and only half damage if it fails. Eternal Watcher The Thousand Eyes Idol is at all times under the effects of the spells Foresight and Mind Blank. Vicious Cycle Whenever a creature fails a saving throw imposed by an effect created by The Thousand Eyes Idol they gain one madness level and the Thousand Eyes Idol can cast the spell Chaos Bolt as a reaction against any target until the beginning of its next turn. Spellcasting The Thousand Eyes Idol is a 15th level spellcaster with the following spells prepared. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Thousand Eyes Idol can cast disguise self and invisibility at will and has the following spells prepared: Cantrips (at will) : Minor Illusion, Prestidigitation, Mage Hand Level One: (4 Slots) Illusory Script, Silent Image, Expeditious Retreat, Fog Cloud, Shield Level Two: (3 Slots) Magic Mouth, Phantasmal Force, Silence, Misty Step Level Three: (3 Slots) Fear, Hypnotic Pattern, Major Image Level Four: (3 Slots) Greater Invisibility, Phantasmal Killer. Level Five: (3 Slots) Dream, Geas, Dominate Person Level Six: (2 Slots) Mental Prison, Programmed Illusion Level Seven: (1 Slot) Project Image, Abi-Dalzim's Horrid Wilting, Symbol Level Eight: (1 Slot) Maze Actions Staf . Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1d4) Credit | Statblock & Lore: Christopher Dannenburg Saudino
The Relinquished Relinquished is the vacant host and home of the Thousand Eyes Idols. It rests imprisoned and awaiting the return of its mind and its greatest evolution. Relinquished is by all appearances dormant within the seal, requiring no sustainance and ignoring the Shadow Realm denizens that are attracted by its presence. It will react only to direct threats and end them with mindless aggression before returning to rest. Its prison is permeable from the outside and many who would prevent the reappearance of the Thousand Eyes have met their end at the impassive and uncaring claws of Relinquished. 133 Relinquished Huge Aberration, Neutral Evil Armor Class 18 Hit Points 240 (20d12+100) Speed 2ft. STR DEX CON INT WIS CHA 28 (+9) 16 (+3) 24 (+7) 14 (+2) 18 (+4) 12 (+1) Condition Immunities Charmed, Frightened, Prone Senses passive Perception 18, True Sight 120 Ft Languages None Challenge 16 (15,000 XP) Absorption Force. While a creature is Engulfed by Relinquished all damage dealt to Relinquished is dealt to the Engulfed creature instead. Relinquished’s attack rolls, saving throws and armor class are all improved by the Engulfed creature’s proficiency bonus so long as the creature is Engulfed by Relinqushed. At the end of each round in which the Engulfed creature takes damage all creatures not friendly to Relinquished within 200 feet take one fifth of the damage dealt as psychic damage. Relinquished does not need to be aware of a creature for them to be effected. Actions Multiattack: Relinquished makes three claw attacks or two claw attacks and one engulf attack. Any creature hit by a claw is automatically grappled and rolls a STR saving throw DC20 at the start of each of its turns to escape. Relinquished can grapple up to four creatures at one time, and if the maximum creatures have been grappled, then the Relinquished can no longer use a Claw attack. Claw Attack. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage. Engulf. Relinquish Engulfs a large or smaller creature Grappled by it. The engulfed target is Blinded, Restrained, and incapacitated, it must succeed on a DC 20 Constitution saving throw at the start of each of Relinquished’s turns or take 20 (2d12+7) bludgeoning damage and 20 (2d12+7) psychic damage. The Engulfed creature moves with Relinquished and Relinquished can engult only one creature at a time. The Engulfed creature is immediately expelled when it reaches 0 HP. Credit | Statblock & Lore: Christopher Dannenburg Saudino
The Thousand Eyes Restrict The Thousand Eyes Restrict is the Ultimate Evolution of The Thousand Eyes. If the Thousand Idols return to Relinquished with enough knowledge and power to solve the Impossible Puzzle the Thousand Eyes Restrict will come to be. It will immediately seek all knowledge of the Universe, and finally ensure that no more is created. The Thousand Eyes Restrict is a revealer of secrets and can accumulate an incredible following. Liches, Greater Demons and morbid researchers are drawn to the creature, which helps them to flourish under its great teachings and tutelage. For the mere cost of revealing all of their knowledge and discoveries to the creature and subjecting themselves to psychic infiltration its Thralls can recieve a faint glimpse into the magnificent mind of the Thousand Eyes Restrict. Many Warlocks will gladly pledge their alleigance to the Thousand Eyes Restrict, finding it a powerful Patron of the Great Old One Lineage. The Thousand Eyes Restrict is a creature of pure calculation. It seeks all the secrets of creation and has decided any means were acceptable to do so. It has no ego, anger, mercy or fear and will act exclusively to pursue its goal. In combat the Thousand Eyes Restrict quickly assesses the area, scanning all foes to percieve their level of threat and magical potential. It prefers to spare interesting enemies if possible, but has no tolerance for threats to its safety and mission. It will gladly use all terrain, followers and traps it has at its disposal to increase its chances of winning but if forced into combat it will immediately dive onto and engulf the enemy it determines to be the greatest threat and then use their abilities to systemically hunt down its comrades. The creature will never fight to the death if it can be avoided, holding the pursuit of its final goal above all else. Regional Effects The region beholden to The Thousand Eyes Restrict is warped by its very presence, which creates one or more of the following effects: • Heavy lightning storms constantly affect the area • Water sources within 3 miles of the lair are poisonous. • Caves and crevices within 1 mile of The Thousand Eyes Restrict’s lair form portals to the Shadow Realm, allowing creatures of the Shadow Realm into the world to dwell nearby. Should the Thousand Eyes Restrict die or relocate, these effects fade over the course of 1d10 years Lair Actions On initiative count 20 (losing initiative ties), the Thousand Eyes Restrict takes a lair action to cause one of the following effects; the Thousand Eyes Restrict can’t use the same effect two rounds in a row: Thousand Eyes Restrict can summon Minions. It can summon any combination of Undead or Abberations up to CR 5, if using Shadow Realm Content it can alternatively summon creatures up to CR 7 of creatures originating from the Shadow Realm in any combination. Noxious gases form a cloud in a 30-foot-radius sphere centered on a point the Thousand Eyes Restrict can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Thousand Eyes Restrict Causes a psychic shockwave causing each creature within 120 feet concentrating on spells to make a DC 15 Constitution check with disadvantage. If they fail they are dealt 3d10 psychic damage. The border between the Shadow Realm and the Material World fades, causing the entire lair to be covered in Magical Darkness until the beginning of the next round. Achille's Heel One way to deal with the impecable strength of the Thousand Eyes Restrict is to turn its powers against it. This can be done with a single but valuable way. Although the Restrict is immune to the blinded condition, there is an item that would render its eyes obsolete. A Robe of Scintilating colors is the only item known to be able to stun the Restrict but not many know this secret. You might want to add a quest that the party has to complete to be able to possess such a rare item. The Thousand Eyes Restrict instantly fails any saving throws (and can't choose to succeed) that the Robe requires and becomes stunned releasing any engulfed and grappled creature. 134 Credit | Statblock & Lore: Christopher Dannenburg Saudino
135 Thousand Eyes Restrict Huge Aberration, Neutral Evi Armor Class 22 Hit Points 630(20d12+ 400) Speed 80. Fly STR DEX CON INT WIS CHA 30 (+10) 22 (+6) 26 (+8) 27 (+8) 24 (+7) 20 (+5) Condition Immunities Charmed, Frightened, Exhaustion, Stunned, Blinded Damage Immunities Psychic, Necrotic, Bludgeoning, Piercing or Slashing from nonmagical attacks. Senses passive Perception 25, True Sight 120 Ft Languages Telepathy Challenge 28 (120,000) 30 in Lair (155,000 ) Absoprtion Force While a creature is Engulfed by Thousand Eyes Restrict all damage dealt to The Thousand Eyes Restrict is dealt to the Engulfed creature. Thousand Eyes Restrict’s attack rolls, saving throws and armor class are all improved by the Engulfed creature’s proficiency bonus or 1/4th CR so long as the creature is Engulfed by The Thousand Eyes Restrict. At the end of each round in which the Engulfed creature takes damage all creatures not friendly to The Thousand Eyes within 200 feet take one fifth of the damage dealt as psychic damage. The Thousand Eyes Restrict does not need to be aware of a creature for them to be affected. Magic Weapon Thousand Eyes Restricts weapon attacks are magical. Mind Rake When The Thousand Eyes Restrict rolls a natural 20 on a Claw Attack it automatically casts the Feeblemind Spell (DC 23) on a randomly determined enemy within range. Should the enemy fail the saving throw The Thousand Eyes Restrict will gain fifty temporary hit points and the effects of the spell Sanctuary (DC 23) Magic Reader The Thousand Eyes Restrict is aware of all creatures concentrating on spells within 200 feet of it at all times. It is aware of their health totals, locations and surface thoughts The Arcane Incarnate Checks made using the Spell Counterspell against Spells cast by the Thousand Eyes Restrict are done with disadvantage. Should the caster fail they take 11 (2d10) psychic damage. Immutable Form The Thousand Eyes Restrict is immune to any spell or effect that would alter its form. Eternal Watcher The Thousand Eyes Restrict is at all times under the effects of the spells Foresight and Mind Blank. If either of these spells are removed or dispelled in any way they will be automatically recast on the Thousand Eyes Restrict at the start of its next turn using no action or spell slots. Legendary Resistance If Thousand Eyes Restrict fails a saving throw, it can choose to succeed instead.(3/day) Innate Spellcasting The Thousand Eyes Restrict has the casting abilities and spell selection options a 20th Level Wizard with 27 intelligence and each day selects a new set of spells from the Wizard Spell list. It does not require spell components. The Thousand Eyes Restrict’s spellcasting ability is intelligence (DC 23 +13 Spell Attack Rolls) The Thousand Eyes Restrict can also cast the following spells at will: detect magic, major image, dispel magic, fear, phantasmal killer, confusion Actions Multiattack: Thousand Eyes Restrict makes three claw attacks or two claw attacks and one engulf attack. Any creature hit by a claw is automatically grappled. Thousand Eyes Restrict can grapple up to four creatures at one time. Each creature grappled must succeed on a DC 23 STR save to break the grapple. The restrict can have a maximum of 4 creatures at a time grappled and it can't use its claw attack if that limit is reached. Claw Attack. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 40 (4d12 + 14) slashing damage plus 22 (5d8) necrotic damage. Engulf. Thousand Eyes Retrict Engulfs a large or smaller creature Grappled by it. The engulfed target is Blinded, Restrained, and incapacitated, it must succeed on a DC 20 Constitution saving throw at the start of each of Relinquished’s turns or take 20 (2d12+7) bludgeoning damage and 20 (2d12+7) psychic damage. The Engulfed creature moves with Thousand Eyes Restrict and Thousand Eyes Restrict can engult only one creature at a time. The creature is immediately expelled when it reached 0 HP. Legendary Actions The Thousand Eyes Restrict can take 5 legendary actions each round, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Thousand Eyes Restrict regains spent legendary actions at the start of his turn. Blink Attack: The Thousand Eyes Restrict teleports up to 40 feet and makes a Claw attack. Eldritch Mastermind: Thousand Eyes Restrict may cast one if its spells, expending the relevant spell slot. Chorus of Agony (2 Actions.): Thousand Eyes Restrict can cast the Spell Weird expending no spell slots and needing no spell components. (DC 23 Wisdom Saving Throw) Manipulate: The Engulfed creature animates under the control of Thousand Eyes Restrict and takes one action and one bonus action of the Thousand Eyes Restricts choice. This effect can only be used once per round. Any effects used are expended by the Engulfed Creature. Credit | Statblock & Lore: Christopher Dannenburg Saudino
Jinzo If one wishes to become a god, what better starting point then creating life in their own image? Unfortunately for these individuals, but luckily for others, these visions of grandeur fall apart swiftly. The creator wishes for their masterpiece to be perfect in all ways, and rarely do these attempts live up to their expectations. Especially when the creation is given a mind of its own. Jinzo is an example of a creation that has outperformed its creator, breaking free from its constraints and striking out on its own. Superior Mind Where normal constructs are powered just enough to perform essential tasks and obey their creators, Jinzo was infused with something more powerful. The intent was for Jinzo to be able to perform more intensive tasks, to be able to learn and adapt, and to act as a commander for other constructs. Over time, Jinzo overcame it’s master and went forth as its own individual. The fate of its former master is uncertain, and anyone that wishes to control Jinzo will be met with steadfast and lethal resistance. All Seeing As Jinzo was designed to learn and adapt, the more problems Jinzo comes across the more solutions he formulates. Jinzo has been wandering for an unprecedented amount of time, and as such the construct now has a genius level intellect. Jinzo’s mind has grown to a point that it has developed telepathic abilities. It uses these abilities to observe the surrounding area constantly, making it impossible to surprise Jinzo. Knowledge Seeker Jinzo’s primary goal is bettering itself, and will act upon whatever choice it believes will further that goal with the least detriment. In short, Jinzo is a creature of logic, and will act according to what benefits it the most. It will spend any amount of time learning seemingly insignificant information, if it believes that information will have some benefit in the future. Due to this, Jinzo will occasionally accompany adventurers at the promise of knowledge or new experiences, provided the Jinzo believes it to be beneficial to it. Dungeoneering Sense One of Jinzo's original purposes was to accompany travelers who wanted to explore and plunder old tombs and ruins. Due to its unique creation, Jinzo had quite the penchant for immediately disabling traps in the vicinity. Constructed Nature. Jinzo doesn't require air, food, drink, or sleep. 136 Credit | Lore: Asha J. Panesar \ Art: Luke Instone-Hall
137 Jinzo Medium construct, unaligned Armor Class 19 Hit Points 160 (15d10 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 24 (+7) 22 (+6) 5 (-3) Saving Throws Con +9, Int +11, Wis +10 Skills Insight +10, Investigation +11, Perception +10 Damage Immunities lightning, poison, psychic, necrotic; bludgeoning, piercing, and slashing from non magical weapons that aren't adamantine Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft., passive Perception 20 Languages Telepathy, understands the language of its creator Challenge 12 (8400 XP) Immutable Form Jinzo is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever Jinzo is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance Jinzo has advantage on saving throws against spells and other magical effects. Magic Weapons Jinzo's weapon attacks are magical. Trap Disabler Jinzo emits a 60 ft. aura from self that is constantly active. Any normal or magical traps that fall within this aura are disabled. They will resume functionality once they are out of Jinzo's aura. Actions Multiattack Jinzo can make two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 24 (4d8 + 6) bludgeoning damage Optic Laser. Ranged Weapon Attack: +11 to hit, reach 60ft., one target. Hit 39 (6d10 + 6) force damage Psychic Release (Recharge 5-6) Jinzo lets out a psychic burst that is 120 ft. from self. Each creature within the radius must make a DC 19 Intelligence saving throw or take 10d8 psychic damage on a failed save, or half as much damage on a successful one. Credit | Statblock: Asha J. Panesar
Griggle The Griggles are evil fey plants that endlesly wander alone until they find an adventuring party to stick with. The Griggle will do anything in its power to appear friendly and make the adventurers believe that they found a new pet or a party mascot. It will always appear happy and playful arround them until they find themselves facing a great opponent. The griggle will then quickly run as in fear to hide and then will proceed healing the enemy with its silent healing word spells. When it uses all of its available healing word slots (3) it will run and take total cover behind the enemy that the adventurers are fighting and will cast either Cure Wounds or Heal depending on the Monster's current health. The Griggle might appear useless or silly but woe to any adventurer that doesnt know its capabilities and traitorus nature. Some adventurers might foolishly believe that killing a Griggle fast, will solve all problems. This might help a bit by making sure it won't heal any opponents but the problems are not over. An adventurer that kills a Griggle will find themselves afflicted with the Griggle's Curse of Gloom! The adventurer that kills a Griggle will be cursed to feel incompitent and depressivly useless until a Remove Curse or similar spell is used on them. 138 Griggle Tiny Fey(plant), Neutral evil Armor Class 11 Hit Points 3(1d4) Speed 30ft. STR DEX CON INT WIS CHA 5 (-3) 12 (+1) 10 (0) 10 (0) 4 (-3) 12 (+1) Vulnerabilities Fire Senses passive Perception 7 Languages - Challenge 1/8 Innate Spellcasting: A Griggle can innately cast the following spells, requiring no material components with Charisma >as its spellcasting abillity: 3/day each: Cure Wounds,Silent Healing word(both as a level 3 spell). 1/day: Heal Fade away. The Griggle can hide as a bonus action and rolls with advantage to do so. Curse of Gloom When someone kills a Griggle they immediately fall prey to the Griggle's Curse. The adventurer who landed the final blow to kill the griggle rolls all abillity checks , saving throws and attack rolls with disadvantage until a remove curse or similar spell is used on them. Actions The Griggle can only take the dash,disengage and hide actions or cast one of its innate spells. Credit | Lore & Statblock: Libedrat0r Earl
Appetite These demons (fiends), called Appetite, were originally Manes who had an enormous appetite for consuming other demons whole. They crawled into the lowest planes of the abyss, consuming each other endlessly. After hundreds of years of mutual consumption, some of them increased their strength evolving to Appetites. Their sole purpose now is to escape the abyss and consume juicy creatures, accelerate their growing power and fill their lust for hunger. 139 Appetite Large fiend, chaotic evil Armor Class 13 (natural armor) Hit Points 57 (6d10 + 24) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 18 (+4) 8 (-1) 9 (-1) 6 (-2) Damage Resistances cold, fire, lightning Damage Immunities poison, acid Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 9 Languages Abyssal, telepathy 60 ft. Challenge 3 (700 XP) Magic Resistance. The appetite has advantage on saving throws against spells and other magical effects. Consume. If a swallowed living creature dies inside appetite's stomach, appetite's hit points are restored to its maximum. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the appetite can't bite another target. Swallow. The appetite makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the appetite, and it takes 24 (6d6) acid damage at the start of each of the appetite's turns. The appetite can have only two targets swallowed at a time. If the appetite dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 9 (2d8) acid damage and the target must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage and become poisoned for 1 hour. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success Credit | Statblock & Lore: Dionysios Christoforidis
Kuriboh Every spellcaster, both novice and master, knows the magic does not always work in that way that it was intended, especially summoning magic. Many a wizard has sought to summon a fearsome fiend to fight at their side, only to be disappointed at the arrival of a rather cute ball of fur with sharp claws and large eyes known as a Kuriboh. These little troublemakers take any opportunity to escape from the Nine Hells and will exploit any summoning spell that is not performed perfectly. Underestimated Despite their adorable appearance, the Kuriboh is not as harmless as it appears. It’s fur hides nasty fangs and those adorable little paws can inflict some nasty damage. Although they aren't the most intelligent of creatures, they do tend to remember key points or memorable occurrences and can carry out simple tasks, making them a useful familiar to spellcasters. Misunderstood Though most fiends are considered evil, the Kurbioh has a more neutral temperament then its more powerful demonic cousins. They're drawn especially to kind hearted children, though they do not mean them any harm. To those that they form a special bond with, they will fight and protect them with a ferociousness that many would not expect from such a harmless looking creature. Strength in Numbers While one Kuriboh proves to be relatively harmless, many together can be deadly. In numbers, like a school of fish, they coordinate very well. The magical properties within the little creature on its own can be unpredictable, but when grouped with more of its kind, reaches unstable levels and often results in catastrophic explosions... 140 Kuriboh Tiny fiend, chaotic neutral Armor Class 12 Hit Points 10 (3d4 + 2) Speed 15 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 9 (-1) 12 (+1) 12 (+1) Condition Immunities prone Senses Darkvision 60 Ft., passive Perception 11 Languages Infernal, Understands Common But Can't Speak Challenge 1/4 (50 XP) Pack Tactics. The Kuriboh has advantage on an Attack roll against a creature if at least one of the Kuriboh's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Variant: Familiar. The Kuriboh can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the Kuriboh senses as long as they are within 1 mile of each other. At any time and for any reason, the Kuriboh can end its service as a familiar, ending the telepathic bond. Actions Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) slashing damage. Credit | Lore & Statblock: Asha J. Panesar
141 Swarm of Kuribohs Medium swarm of tiny fiends, chaotic neutral Armor Class 12 Hit Points 28 (5d8) Speed 15 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 16 (+4) 9 (-1) 12 (+1) 12 (+1) Damage Resistance bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses Darkvision 60 Ft., passive Perception 11 Languages Infernal, Understands Common But Can't Speak Challenge 1 (200 XP) Pack Tactics. The Kuriboh has advantage on an Attack roll against a creature if at least one of the Kuriboh's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. Actions Claws (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 12 (4d6) slashing damage Claws (swarm has half HP or less). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (2d6) slashing damage Kamikaze Kuribohs (swarm has more than half HP only). Each creature within 5 ft. of the Swarm of Kuribohs must make a DC 13 Dexterity save, taking 1d10 force damage on a failed save and half as much on a success. The Swarm of Kuribohs vanish after this attack is triggered. Credit | Lore & Statblock: Asha J. Panesar
Yata-Garasu Y ata-Garasu is a spirit traveler of the worlds. It is a messenger of news both ill and pleasant. There are rumors that it delivers messages from the dead while others say that the messages it delivers are coming straight from the Gods. Either way Yata-Garasu is not an aggressive creature and it will fight only as a last resort. Legend says that if it holds a purple rose in its beak then the news delivered will be good, if it holds a small human part (like a finger, an eyeball or an ear) then the news are terrible and dismay will follow soon after. 142 Yata Garasu Small celestial, Neutral Armor Class 15 Hit Points 52 (8d8+16) Speed 25ft, fly 60ft STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 10 (+0) 16 (+3) 14 (+2) 10 (+0) Senses Passive Perception 13 Languages Common, Auran Challenge 3 (700 XP) Flyby. Yata-Garasu doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. Keen Sight. Yata-Garasu has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Yata-Garasu makes two talon attacks. Talon. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit:(1d6 + 5) piercing damage. Target must make a DC 13 strength save or have their weapon stolen. Yata-Garasu can only do this to one weapon at a time, and will drop the weapon upon taking damage. Ethereal Glide. The Yata-Garasu magically enters the Ethereal Plane from The Material Plane, or vice versa. Credit | Lore: George Duke \ Statblock: Erin Ouellette \ Art: Giorgos Platirrachos
Pale Beast Pale Beasts are fearsome creatures that inhabit the hidden rocky crags of mountainsides. They act in groups, strategically, targeting stragglers or the weakest members of a group. They attempt to attack and kill prey that is alone and finish off their target before being detected. The Pale Beasts do not have a hierarchy or system of order, surviving with each other only because of mutual need or convenience. Members of their pack who are not adequately useful are killed and devoured like any other common prey. Two Faced. Every Pale Beast would be willing to kill every other Pale Beast to ensure its own survival. The only reason that it doesn’t, is because it fears that the others could overpower it. Sleepless Horrors. No Pale Beast trusts any other being, especially another Pale Beast. Pale Beasts adapt to this mistrust by never letting their guard down. Because of this, they refuse to sleep, instead watching the other Pale Beasts to make their move when they let their guards down. Cannibal's Creation. Pale Beasts were first created when an ancient druid clan committed cannibalism in order to survive. From that point, the Pale Beasts spawned from the ravenous hunger and began to feast on the life around them. 143 Pale Beast Medium Monstrosity, Chaotic Neutral Armor Class 15 Hit Points 22 (5d10 + 2) Speed 35ft. , 30ft. (Climb) STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 5 (-3) Saving Throws Strength (+4) Skills Athletics (+4), Perception (+3), Stealth (+3) Condition Immunities Blinded, Sleep. Senses Darkvision 60ft. Passive Perception 13 Languages Pale Beast Challenge 1 (200 XP) Alert. The Pale Beast is immune to the surprised condition and doubles its dexterity modifier when determining initiative. Additionally, attacks do not gain advantage against the Pale Beast as a result of being invisible. Awakened. The Pale Beast doesn't require sleep and is immune to any effect that would put it to sleep. Pack Tactics. The Pale Beast has advantage on any attack roll against a target while an ally of the Pale Beast is within 5 feet of the attacks target. Two Faced. The Pale Beast has advantage on any Wisdom (Perception) checks that rely on sight and has advantage on Saving throws against the Charmed and Stunned conditions. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (2d4 + 2) Piercing Damage. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Slashing Damage and if the attack roll had advantage, the attack deals an extra 2 (1d4) Damage. Credit | Statblock & Lore: Chris Budden \ Art: Thomas Bennett Jobling
Marionette Mite Where most parasites infect their hosts to feed off of their life force, the Marionette Mite infects only corpses or undead. These Mites diet subsists only of decaying flesh, which the Marionette Mite consumes rapidly. As it eats, the Marionette Mite creates a substantial amount of necromantic energy, enough to reanimate an empty corpse or to take control of an undead soldier. Evil Infiltrators Though many may see the Marionette Mite as an unwanted pest, the Mite is actually quite intelligent when in control of a body. During times of war, Marionette Mites can be used to infect dead soldiers, turning corpses into more powerful undead soldiers. During times of peace, a Marionette Mite can be used to impersonate a recently deceased individual. The disguise is not perfect however, as the Mite does not have access to its hosts memories. Eventually, the decay of their host bodies will give them away. Nevertheless, it is well known that one good spy can change the world in a day. Necromantic Pets As Marionette Mites are drawn to locations that house plenty of dead bodies, the Mites very regularly encounter Necromancers. Though these dark wizards once saw the Mites as disruptive pests hellbent on ruining their research, many Necromancers have learned how to control Marionette Mites, and have began breeding them as biological weapons and pets, so that they may make use of their unique appetites. 144 Marionette Mite Tiny monstrosity, Neutral Evil Armor Class 10 Hit Points 2(1d4) Speed 20 ft., climb 20 ft STR DEX CON INT WIS CHA 2 (-2) 12 (+0) 10 (+0) 10 (0) 10 (0) 12 (+1) Senses darkvision 30 ft, passive perception 9 Languages Common, Deep Speech (When in control of a body) Challenge 1/8 (25 XP) Actions Burrow. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 1 piercing damage. On a hit the Marionette Mite can attempt to burrow into the target. If used on a corpse, the corpse rises as a zombie under the mite's control. If used on an undead target, the target makes a DC 13 Wisdom Saving Throw. On a failed save the target is dominated by the mite. On a successful save the target is not dominated and the Marionette Mite sits on the creatures skin and can still be targeted for attacks. Once the Marionette Mite dominates a target it cannot be targeted by attacks until the host body is destroyed. Credit | Lore & Statblock: Louis Jameson
Meda Bat These tiny and cowardly fiends lurk in dark areas spying on any who enter into their master's lair with a single, unblinking eye. They will first take fight to reach a safe height then start bombarding their target with chaos bolts from safety. If they see that they cannot defeat their enemy they will quickly retreat to inform their master of the intruder's presence. They will never fight in melee but if someone manages to grab one of them, it will start scratching the grapplers face with fury until it is free. 145 Meda Bat Tiny fiend, Chaotic evil Armor Class 15 Hit Points 29 Speed 5ft. 35 fly. STR DEX CON INT WIS CHA 9 (-1) 20 (+5) 10 (0) 6 (-2) 12 (+1) 8 (-1) Condition Immunities Prone Senses Darkvision 60ft, passive Perception 11 Languages understands abyssal but cant speak. Challenge 2 Actions Chaos Bolt. Ranged Spell Attack: +6 to hit, Range 120ft., one target. Hit ( 2d8 + 1d6 + 1) random Damage ( as per the spell). Scratch attack. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 3 (1d6 -1), if the hit is a critical; the target is blinded for 1d4 turns and if the Meda Bat was grappled it breaks free and takes a free dash action to move away from its grappler. Credit | Lore & Statblock: Libedrat0r Earl \ Art: Shawn Nichols
Abyss Soldier Orphans of the Watery Abyss At the stygian depths at the very bottom of the ocean, far beneath marine life and the various aquatic kingdoms there can be found trenches so deep that nothing natural can live. Here there are caverns under such immense pressure that the veil between the planes is forced apart; here there are caves lit by azure twinkling lights, where the elemental plane of water's eternal rivers flow into the sea, but there are also cavities bathed in blood that lead to the Abyss. The distance between such portals can infinitesimal, causing creatures that emerge from these planes to undergo a violent transformation that binds their very nature to the plane they emerged within the proximity of. These abominations, such as the Abyss Soldier, are no longer of their hone plane, that which has disfigured them or the plane they find themselves orphaned on, alien and alone. These fiends take many forms, most often that of aquatic creatures with additional limbs, vestigial wings or horns. Their minds are forever touched by the Abyss, leaving them feral and ferocious predators of the sea, often rising up and harrying the aquatic empires and peoples of the seas. However, with their broken minds they are very easily swayed by the influences of Demon Lords or powerful enough priestesses and shaman of the deep, and can become a deadly and dedicated fighting force for their master. 146 Abyssal Soldier Large Demon, Neutral Evil Armor Class 18(Natural Armor) Hit Points 108(10d12 + 28) Speed 30ft. , Swim 60 STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 17 (+3) 8 (-1) 12 (+1) 7 (-2) Vulnerabilities Thunder, Radiant Condition Immunities Sleep Damage Resistance Frost, Necrotic, Piercing, And Slashing From Non Magical Weapons Senses Blind Sight 60ft, Passive Perception 14 Languages Abyssal, Challenge 4 (1,100 XP) Amphibious. Abyss Soldier can breath at air and in water. Echolocation Abyss Soldier can use its sonar to locate other creatures and to understand its surrounding environment. Actions Multy Attack. Abyss Soldier makes two attack with its trident each round, or one with its trident and one with its screech. Trident. Melee Weapon Attack: +5 to Hit, reach 10 ft, 12 (1d8+6) Piercing plus 1d6 Poison Damage. Screech. Range Psychic Attack: Abyss Soldier screeches a hypersonic wave as a cone AoE for 30ft in front of it(90ft in water). Every creature that is in his radius suffers 1d10 psychic Damage and must make a DC 14 Wisdom Saving Throw. On fail the creature is Incapacitated for 1d4 rounds Credit | Statblock: Boutsikas Dimitris \ Lore: Sebastian Amadeus Wake
Turret Warrior These cyclopean constructs are created by only the most immensely powerful transmutation spellcasters, to protect their towers and keeps, ensuring their experimentation, research and relaxation goes uninterrupted. Encountering a Turret Warrior is such a terrifying sight that it often has the desired effect to discourage visitors, as a belfry or minaret begins its booming transformation, tearing itself free of foundations, stretching gargantuan stone limbs and often testing added defences such as gouts of flame or rudimentary cannons concealed with crenellations. Due to striking so much fear into would-be callers or defilers, it is extremely rare for the Turret Warrior to engage in combat, all potential enemies usually fleeing in fear or petrified in one way or another (depending on any additional Enchanted defences). However, due to the length of time and transmutation mastery involved in the creation of Turret Warriors, their creators can move or pass on, without any warning to the locals of their awesome and deadly guardians, so on occasion treasure seekers and adventurers can suddenly awaken these immense constructs amid ruins aeons after their creation. Some even take to hopelessly wandering the land in search of their lost masters, leaving a trail destruction in their wake. 147 Turret Warrior Huge Construct, lawful neutral Armor Class 17 Hit Points 134(14d10 + 35) Speed 40ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 18 (+4) 5 (-3) 7 (-2) 5 (-3) Vulnerabilities Thunder Condition Immunities Exhaustion, Charm, Unconscious, Poison Damage Immunities Fire Damage Resistances Slashing & Piercing from non magical weapons Senses Tremorsense 120ft(blind beyond that radius, passive Perception 12 Languages Understands the language of its creator but can't speak. Challenge 5 (1,800 XP) Grab. Turret Warrior can shoot its hand in attempt to grab a medium or smaller creature in front of it within 30ft range. A creature must succeeds a DC 15 Dexterity Saving Throw or otherwise is grappled. As the hand's mechanism resets, the grappled creature is pulled to the construct before the start of its next turn. When Turret Warrior brings a grappled creature at 10ft or closer to its body, makes a fist attack as a reaction. Any creature grappled this way, is considered restrained for the purpose of the attack.A grappled creature can escape at the end of its turns with a DC 15 Strength Saving Throw. Poisonous Gas (recharge 4-5) Warrior Turret exhales a poisonous gas from its mouth, as a 20ft-radius sphere, centered it self, that remains for two rounds. Every creature in radius must make a DC 12 Constitution Saving Throw, on fail suffers 2d8 poison damage. The area is heavily obscured and if the gas contacts any source of fire, ignites immediately causing 2d6 fire damage to every creature inside its radius. Actions Multiattack Turret warrior makes three attacks, two with its fists (or kicks if its hands are busy with grappling) and one with its canon. Canon Shoulder Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: (3d4) Force damage. Fist(or Kick) Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d8 + 4) Bludgeoning damage. A creature hitted by this attack must make a DC 15 Dexterity or Strength Saving Throw(creature's choice). On fain the creature is pushed 10ft back and the Turret Warrior can immediately attack it with its Canon Shoulder. Credit | Statblock: Boutsikas Dimitris \ Lore: Sebastian Amadeus Wake
Number 43: Manipulator of Souls This fiend captures the souls of dying creatures, claiming its prize and retreating to its home in the Shadowfell. Sometimes the Manipulator will strike deals with those that wish to prolong their existence. The Manipulator will return these souls to their original form to get a "second chance". Once these forlorn souls die, the Manipulator will consume them partially. Once the Manipulator has had its fill, it will place these souls into a jar, where it allows them to heal. This provides an excellent source of nutrition for the Manipulator, and gives it the ability to call upon its victims memories. 148 Number 43: Manipulator of Souls Medium Fiend, Neutral Evil Armor Class 16 Hit Points 149(1d4 + 5) Speed 30ft., fly 30ft. STR DEX CON INT WIS CHA 10 (+0) 19 (+4) 14 (+2) 15 (+3) 19 (+5) 8 (-1) Saving throws: Dex +8, Int +7, Wis +9, Cha +3 Condition Immunities Grappled, charmed, feared Damage Resitances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons Senses Devilsight 120ft passive Perception 15 Languages Abyssal, Deep Speech Challenge 12 (8,400 XP) Magic Resistance This creature has advantage on saving throws against spells and other magical effects. Magic Weapons This creatures claw attacks are magical. Actions Claws Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 7 (2d6 + 0) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. Summon souls Roll a d20 on a roll of 10 or higher this creature summons 1d4+1 souls and manipulates them like puppets. Once the souls are summoned Number 43: Manipulator of Souls can as a bonus action choose to attach 1 soul to itself. When attached this creature is immune to the next source that would deal it damage (the souls is then destroyed). Instead of attaching the souls this creature can consume a single soul to regain 1d6+2 HP whatever health it regains is also added to the cold damage from its claws attack until the end of its next turn.(The souls roll their own initiative and and act as per Number 43: Manipulator of Souls wishes when not attached or consumed) Soul Tiny Undead, True neutral Armor Class 19 Hit Points 22 Speed 0ft. Fly 60ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+1) Damage Resistance All damage Condition Immunities Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious Senses Blindsight 60ft. passive Perception 5 Challenge 2 (450 XP) Ephemeral. The soul can’t wear or carry anything. Incorporeal Movement. The soul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Dif icult to Harm If you hit the soul with a melee attack, the attacker takes 3(1d6) Cold damage. Actions Radiant Pulse Ranged spell Attack: +4 to hit, reach 60ft., one target. Hit 5 (1d6 + 2) Cold damage Credit | Statblock: Mathieu Daniel Lemire \ Lore:
Prometheus, King of the Shadows The Prometheus is the offspring of Glasya and a shadow. Prometheus inherited aspects of both parents, but their shadow appearance and his cruel eyes are hallmarks of their otherworldly parentage. Born to Be King. Prometheus grow into ruthless adults devils whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, Prometheus identified its rightful place as an overlord of mortals, Shadows and lesser devils. As a child raised to be King of the Shadows from his father side, and if anything happen to his mother take her place as the ruler of the sixth circle of Hell. Royal Blood. Prometheus is the grandson of Asmodeus Supreme Ruler of the Nine Hells and the god of sin. Asmodeus only see his grandson once and and gave him a part of him. The King. After Prometheus age of passage become the king of Shadows from Shadowfell. While his palace is there, he prefer to Stay in Hell with his mother, and waiting for Asmodeus (his grandfather) to give him attention. 149 Prometheus, King of the Shadows Large Fiend (devil), Neutral Evil Armor Class 16(Half Breastplate Armor) Hit Points 205 (25d10+55) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+3) 18 (+4) 14 (+2) 12 (+2) Saving Throws Str +8, Con +7, Wis +6 Damage Vulnerabilities Radiant Damage Resistance Fire, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Necrotic Condition Immunities Frightened, Blightened, Paralyzed SensesTruesight 120 Ft., passive Perception 16 Languages Infernal, Telepathy 120 Ft. Challenge 9 (5,000 XP) Innate Spellcasting. The Prometheus spellcasting ability is Intelligence (spell save DC 16). Prometheus can innately cast the following spells, requiring no material components: At will: darkness, dispel magic 1/day each: confusion, power word stun Cloak of Shadows. Prometheus cloak let him become one with the shadows. When he are in an area of dim light or darkness, he can use your action to become invisible. He remain invisible until he make an attack or are in an area of bright light. Legendary Resistance (3/Day). If the Prometheus fails a saving throw, it can choose to succeed instead. Actions Multiattack. Prometheus can makes four attacks: two with its Golden Gloves and two with its Golden Scorpions attached on his half breastplate armor. Alternatively, it makes one attack with its Shadow Dart and casts one spell. Golden Gloves. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (1d10 + 4) bludgeoning damage. Golden Scorpions. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (2d10 + 4) Piercing damage and the target must make a DC 16 Constitution saving throw, taking 6 (1d10) poison damage on a failed save and become Poisoned. Shadow Dart. Range Weapon Attack: +9 to hit, reach 120ft., one target. Hit 49 (10d8 + 4) necrotic damage and the target drifts in the shadows. Until the end of the targets next turn, the target becomes incapacitated. Pull the Shadows (1/Day). The Prometheus magically calls 2d4 Shadows. The called creatures arrive in 1d4 rounds, acting as allies of Prometheus and obeying its spoken commands. The beasts remain for 1 hour, until the Prometheus dies, or until the Prometheus dismisses them as a bonus action. Reactions Shadow Evasion. Once per round when a ranged attack hits him, Prometheus manipulate the shadows that surround him and choose to redirect the damage back to attacker as Necrotic damage. Credit | Statblock & Lore:: Tasos Tsitsiras
The Yado Karu A fierce ambush predator known for its crushing power, incredible durability, cunning intellect and short term memory loss. The Yado Karu is a monsterous creature that hides in shells that strain to contain its immense power and girth. Some legends say that the rest of the Yado Karu’s body extends into an Evil Elemental Plane, some build on this theory claiming that all Yado Karu are but hairs and extensions of an incredibly powerful whole. This theory is supported the immense spines and limbs that slowly emerge from a Yado Karu’s shell. These growths that penetrate to a Yado Karu’s shell have led many biologists to believe that a Yado Karu’s size is limited only by the size of its residence. This theory has been confirmed on three separate occasions where collossal Yado Karu where found in the hull of a Trade Ship, in the rotten Skull of an immense creature and once on land dragging an enormous fortress behind it, every inch of the structure bristling with spines and appendages. Yado Karu have been known to create incredible and elaborate tunnels, pit traps and attack plans enlisting the aid of unusual aquatic allies and baleful spirits. Yado Karu would be a premiere danger to Adventurers if not for their bizarre flaw where they become so overstimulated by imminent danger and their immense calculating intellects that they have been observed to confuse themselves and end up doing nothing despite their grand planning. 150 Yado Karu Large Monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 45 (7d7 +14) Speed 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 11 (+0) 4 (-3) Saving Throws Str +4, Dex+4, Wis +2 Skills Perception +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Abyssal, Common, Draconic Challenge 5 (1,800 XP) Withdraw. The yado karu may withdraw into its shell as a bonus action. Withdrawing increases its AC to 18. All melee attacks against the shell deal 6 (2d4 +4) damage due to its spikes. Magic Resistance. The yado karu has advantage on saving throws against spells and other magical effects. Reckless. At the start of its turn, the yado karu can gain advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. It may not use its Withdraw ability until its next turn. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 19 (3d10 + 3) piercing damage. Target is grappled (Escape DC 13). Until this grapple ends, the target is restrained and the yado karu cannot bite another target. Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage. Target is grappled (Escape DC 13). The yado karu has two claws, each of which can grapple only one target. Credit | Statblock: Joseph Michael Stash III \ Lore: Christopher Dannenburg