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The third volume of the Monster Manual Expanded series.

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Published by masswayfer, 2022-01-05 12:26:50

Monster Manual Expanded III

The third volume of the Monster Manual Expanded series.

Keywords: monster,manual,monster manual,expanded,monster manual expanded,III,3,monster maual expanded III,monster manual expanded 3

Archmage, Legendary

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 16 (+3)

Saving Throws Dex +7, Int +10, Wis +7

Skills Arcana +15, History +15

Damage Resistance damage from spells; nonmagical bludgeoning,

piercing, and slashing (from stoneskin)

Senses passive Perception 12

Languages any six languages

Challenge 16 (15,000 XP) Proficiency Bonus +5

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

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

Actions

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning
damage if used with two hands, plus 7 (2d6) force damage. If the
target is a Large of smaller creature, it must succeed on a DC 18
Strength saving throw or be pushed up to 10 feet and knocked
prone.

Spellcasting. The archmage is an 20th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 18, +10 to hit with
spell attacks). The archmage can cast disguise self and invisibility at
will and has the following wizard spells prepared:

Cantrips (at will): fire bolt (4d10), light, mage hand, prestidigitation,
sword burst (4d6)

1st level (4 slots): detect magic, mage armor,* magic missile, shield
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force
6th level (2 slots): contingency*, disintegrate, globe of invulnerability
7th level (2 slots): delayed blast fireball, forcecage, plane shift
8th level (1 slot): mind blank*
9th level (1 slot): time stop

*The archmage casts these spells on itself before combat.

Teleport. The archmage magically teleports, along with any
equipment it is wearing or carrying and any creatures it has
grappled, up to 60 feet to an unoccupied space it can see.

Legendary Actions

The archmage can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The archmage
regains spent legendary actions at the start of its turn.

Cantrip. The archmage casts a cantrip.
Quarterstaff. The archmage attacks with its Quarterstaff.
Teleport. The archmage uses its Teleport action.
Cast a Spell (Costs 1-3 Actions). The archmage expends a spell slot

to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
costs 1 legendary action per level of the spell.

250 Appendix A. NonPlayer Characters

Assassin, Legendary when it hits a target with a weapon attack and has advantage on
the attack roll, or when the target is within 5 feet of an ally of the
Medium humanoid (any race), any non-good alignment assassin that isn’t incapacitated and the assassin doesn’t have
disadvantage on the attack roll.
Armor Class 17 (studded leather)
Hit Points 91 (14d8 + 28) Actions
Speed 30 ft.
Multiattack. The assassin makes two melee attacks or two ranged
STR DEX CON INT WIS CHA attacks.
9 (-1) 20 (+5) 14 (+2) 13 (+1) 11 (+0) 12 (+1)
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Saving Throws Dex +9, Int +5 Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a
Skills Acrobatics +9, Deception +5, Perception +4, Stealth +13 failed save, or half as much damage on a successful one.

Damage Resistance poison Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and
Senses passive Perception 14 the target must make a DC 15 Constitution saving throw, taking 24
(7d6) poison damage on a failed save, or half as much damage on a
Languages thieves’ cant plus any two languages successful one.

Challenge 12 (8,400 XP) Proficiency Bonus +4 Legendary Actions

Legendary Resistance (2/Day). If the assassin fails a saving throw, it The assassin can take 3 legendary actions, choosing from the
can choose to succeed instead. options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The assassin
Assassinate. During its first turn, the assassin has advantage on regains spent legendary actions at the start of its turn.
attack rolls against any creature that hasn’t taken a turn. Any hit the
assassin scores against a surprised creature is a critical hit. Hide. The assassin performs a Hide action.
Shift. The assassin moves up to half its speed without provoking
Evasion. If the assassin is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, the assassin opportunity attacks.
instead takes no damage if it succeeds on the saving throw, and only Attack (Costs 2 Actions). The assassin makes a melee or ranged
half damage if it fails.
weapon attack.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage

Appendix A. NonPlayer Characters 251

Bandit Lord

Medium humanoid (any race), any non-lawful alignment

Armor Class 15 (studded leather)
Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2)

Saving Throws Str +5, Dex +6, Wis +3

Skills Athletics +5, Deception +5, Stealth +6

Senses passive Perception 10

Languages any two languages

Challenge 5 (1,800 XP) Proficiency Bonus +3

Legendary Resistance (1/Day). If the bandit lord fails a saving
throw, it can choose to succeed instead.

Actions

Multiattack. The bandit lord uses Command Flanking Maneuver, if
available. It then makes three melee attacks: two with its Scimitar
and one with its Dagger. Or the bandit lord makes two ranged
attacks with its Dagger.

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

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Command Flanking Maneuver (Recharge 5-6). The bandit lord
targets up to three allies it can see within 60 feet of it. If the target
can see or hear the bandit lord, the target can use its reaction to
move up to half its speed. The target's next attack has advantage
until the start of the bandit lord's next turn.

Bonus Actions

Battle Command. The bandit lord targets one ally it can see within
30 feet of it. If the target can see or hear the bandit lord, the target
can use its reaction to make one melee attack or to take the Dodge
or Hide action.

Legendary Actions

The bandit lord can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The bandit lord
regains spent legendary actions at the start of its turn.

Move. The bandit lord moves up to half its speed without provoking
opportunity attacks.

Attack. The bandit lord makes a melee or ranged weapon attack.
Cheap Shot. Melee Weapon Attack: +6 to hit, reach 5 ft., one

creature. Hit: The target must succeed on a DC 14 Constitution
saving throw or be stunned until the end of its next turn.

Reactions

Parry and Counter. The bandit lord adds 3 to its AC against one
melee or ranged weapon attack that would hit it. To do so, it must
be able to see the attacker and be wielding a melee weapon. If the
attack misses, the bandit lord can make one melee attack against
the attacker if it is within its reach.

252 Appendix A. NonPlayer Characters

Barbarian, Legendary Rage (Recharges after a Short or Long Rest). The barbarian enters
a rage at the start of its turn. The rage lasts for 1 minute or until the
Medium humanoid (any race), any non-lawful alignment barbarian is incapacitated. While raging, the barbarian gains the
following benefits:
Armor Class 14 • The barbarian has advantage on Strength checks and Strength
Hit Points 105 (14d8 + 42)
Speed 30 ft. saving throws.
• When it makes a melee weapon attack, the barbarian gains a +5
STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 12 (+1) bonus to the damage roll (included in the attack).
18 (+4) 12 (+1) 17 (+3) • The barbarian can make a single melee weapon attack as a bonus

Saving Throws Str +8, Con +7 action on each of its turns after this one.
• The barbarian has resistance to bludgeoning, piercing, and slash-
Skills Athletics +8, Survival +5
ing damage.
Damage Resistance damage from nonmagical bludgeoning,
Legendary Actions
piercing, and slashing (from Rage)
The barbarian can take 3 legendary actions, choosing from the
Senses passive Perception 11 options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The barbarian
Languages any one language (usually Common) regains spent legendary actions at the start of its turn.

Challenge 9 (5,000 XP) Proficiency Bonus +4 Charge. The barbarian moves up to its speed.
Intimidating Presence. The barbarian targets one creature it
Legendary Resistance (2/Day). If the barbarian fails a saving throw,
it can choose to succeed instead. can see within 30 feet of it. If the target can see and hear the
barbarian, it must succeed on a DC 13 Wisdom saving throw or
Unarmored Defense. While the barbarian is wearing no armor, its become frightened of the barbarian for 1 minute. A creature
AC includes its Constitution modifier. 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
Actions successful or the effect ends for it, the creature is immune to
barbarian's Intimidating Presence for the next 24 hours.
Multiattack. The barbarian makes two melee attacks. Attack (Costs 2 Actions). The barbarian makes a melee or ranged
attack.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) slashing damage, or 15 (1d12 + 9) slashing Reactions
damage while raging.
Retaliation. When the barbarian takes damage from a creature that
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach is within 5 feet of it, the barbarian makes a melee weapon attack
5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) against that creature.
piercing damage, or 12 (1d6 + 9) piercing damage
while raging.

Bonus Actions

Appendix A. NonPlayer Characters 253

Bard, Legendary Bonus Actions

Medium humanoid (any race), any alignment Taunt (4/Day). The bard targets one creature within 30 feet of it.
If the target can hear the bard, the target must succeed on a DC
Armor Class 15 (studded leather) 15 Charisma saving throw or have disadvantage on ability checks,
Hit Points 78 (12d8 + 24) attack rolls, and saving throws until the start of the bard’s next turn.
Speed 30 ft.
Legendary Actions
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 18 (+4) The bard can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Saving Throws Dex +6, Cha +7 only at the end of another creature's turn. The bard regains spent
legendary actions at the start of its turn.
Skills Acrobatics +6, Perception +4, Performance +7
Move. The bard moves up to half its speed without provoking
Senses passive Perception 14 opportunity attacks.

Languages any two languages Cantrip. The bard casts a cantrip.
Attack The bard makes a melee or ranged attack.
Challenge 8 (3,900 XP) Proficiency Bonus +3 Cast a Spell (Costs 1-2 Actions). The bard expends a spell slot

Legendary Resistance (2/Day). If the bard fails a saving throw, it can to cast a 1st- or 2nd-level spell that it has prepared. Doing so
choose to succeed instead. costs 1 legendary action per level of the spell.

Song of Rest. The bard can perform a song while taking a short
rest. Any ally who hears the song regains an extra 1d6 hit points
if it spends any Hit Dice to regain hit points at the end of that rest.
The bard can confer this benefit on itself as well.

Actions

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

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

Spellcasting. The bard is a 12th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 15). The bard has the following
bard spells prepared:

Cantrips (at will): friends, mage hand, minor illusion, vicious
mockery (3d4)

1st level (4 slots): healing word, heroism, thunderwave
2nd level (3 slots): invisibility, shatter, suggestion
3rd level (3 slots): dispel magic, fireball, motivational speech
4th level (3 slots): charm monster, greater invisibility
5th level (2 slots): destructive wave, mass cure wounds
6th level (1 slot): mass suggestion, Otto's irresistible dance

254 Appendix A. NonPlayer Characters

Blackguard, Legendary

Medium humanoid (any race), any non-good alignment

Armor Class 20 (plate, shield)
Hit Points 238 (28d8 + 112)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Con +9, Wis +8, Cha +9

Skills Athletics +10, Deception +9, Intimidation +9

Senses passive Perception 13

Languages any two languages (usually Abyssal, Common, Infernal) Dreadful Aspect (Recharges after a Short or Long Rest). The
blackguard exudes magical menace. Each enemy within 30 feet of
Challenge 16 (15,000 XP) Proficiency Bonus +5 the blackguard must succeed on a DC 17 Wisdom saving throw or
be frightened for 1 minute. If a frightened target ends its turn more
Legendary Resistance (3/Day). If the blackguard fails a saving than 30 feet away from the blackguard, the target can repeat the
throw, it can choose to succeed instead. saving throw, ending the effect on itself on a success.

Magic Weapons. The blackguard’s weapon attacks are magical. Summon Fiend (1/Day). The blackguard summons a barbed
devil, barlgura, or mezzoloth. A summoned fiend appears in an
Actions unoccupied space within 60 feet of the blackguard and acts as
an ally of the blackguard. It remains for an hour, until it or the
Multiattack. The blackguard makes three attacks with its blackguard dies, or until its summoner dismisses it as an action.
Longsword or its Shortbow.
Legendary Actions
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing The blackguard can take 3 legendary actions, choosing from the
damage if used with two hands, plus 4 (1d8) necrotic damage. options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The blackguard
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one regains spent legendary actions at the start of its turn.
target. Hit: 3 (1d6) piercing damage plus 4 (1d8) necrotic damage.
Charge. The blackguard moves up to its speed.
Spellcasting. The blackguard is a 17th-level spellcaster. Its Attack. The blackguard makes a melee or ranged weapon attack.
spellcasting ability is Charisma (spell save DC 17, +9 to hit with Command Fiend. The blackguard targets an allied fiend it can see
spell attacks). It has the following paladin spells prepared:
within 30 feet of it. If the target can see and hear the blackguard,
1st level (4 slots): command, cure wounds, inflict wounds, hellish the target can use its reaction to make one melee weapon attack or
rebuke move up to half its speed.
Cast a Spell (Costs 1-3 Actions). The blackguard expends a spell
2nd level (3 slots): aid, crown of madness, darkness, zone of truth slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing
3rd level (3 slots): animate dead, bestow curse, blinding smite, so costs 1 legendary action per level of the spell.

dispel magic
4th level (3 slots): banishment, blight, confusion, find greater steed
5th level (1 slot): contagion, destructive wave, dominate person

Appendix A. NonPlayer Characters 255

Bladesinger

Medium humanoid (any race), any alignment

Armor Class 15 (studded leather, 18 while Bladesong is active)
Hit Points 55 (10d8 + 10)
Speed 30 ft., 40 ft. while Bladesong is active

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 14 (+2)

Saving Throws Int +6, Wis +4

Skills Acrobatics +6, Arcana +6, Performance +5

Damage Resistance nonmagical bludgeoning, piercing, and slashing

(from stoneskin)

Senses passive Perception 11

Languages any four languages

Challenge 7 (2,900 XP) Proficiency Bonus +3

Actions

Multiattack. The bladesinger makes two Shortsword attacks.

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

Spellcasting. The bladesinger is a 10th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit with
spell attacks). The bladesinger has the following wizard spells
prepared:

Cantrips (at will): fire bolt (2d10), light, green-flame blade (2d8 and
2d8), minor illusion, prestidigitation

1st level (4 slots): absorb elements, burning hands, magic missile,
shield

2nd level (3 slots): mirror image, misty step, shadow blade
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): fire shield*, stoneskin*
5th level (2 slots): cone of cold, steel wind strike

*The bladesinger casts these spells on itself before combat.

Bonus Actions

Bladesong (3/Day). The bladesinger starts Bladesong, which lasts
for 1 minute. It ends early if the bladesinger is incapacitated, dons
medium or heavy armor or a shield, or if it uses two hands to make
an attack with a weapon. It can also dismiss the Bladesong at
any time (no action required). While the Bladesong is active, the
bladesinger gains the following benefits:

• +3 bonus to its AC
• walking speed increases by 10 feet
• advantage on Dexterity (Acrobatics) checks
• +3 bonus to any Constitution saving throw it makes to maintain

concentration on a spell

Reactions

Song of Defense. When the bladesinger takes damage, it can
expend one spell slot and reduce that damage by an amount equal to
five times the spell slot’s level.

256 Appendix A. NonPlayer Characters

Champion, Legendary

Medium humanoid (any race), any alignment

Armor Class 18 (plate)
Hit Points 204 (24d8 + 96)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 10 (+0) 14 (+2) 14 (+2)

Saving Throws Str +9, Wis +6

Skills Athletics +9, Intimidation +6, Perception +6

Senses passive Perception 16

Languages any one language (usually Common)

Challenge 12 (8,400 XP) Proficiency Bonus +4

Legendary Resistance (2/Day). If the champion fails a saving throw,
it can choose to succeed instead.

Magic Weapons. The blackguard’s weapon attacks are magical.

Superior Critical. The champion's weapon attacks score a critical
hit on a roll of 18–20.

Actions

Multiattack. The champion makes three attacks with its Greatsword
or its Shortbow.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if
the champion has more than half of its total hit points remaining.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing
damage if the champion has more than half of its total hit points
remaining.

Bonus Actions

Second Wind (Recharges after a Short or Long Rest). The
champion regains 25 hit points.

Legendary Actions

The champion can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The champion
regains spent legendary actions at the start of its turn.

Charge. The champion moves up to its speed.
Intimidating Presence. The champion targets one creature it can

see within 30 feet of it. If the target can see and hear the champion,
it must succeed on a DC 14 Wisdom saving throw or become
frightened of the champion for 1 minute. A frightened creature
can repeat the saving throw at the end of each of its turns
ending the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature is
immune to champion's Intimidating Presence for the next
24 hours.
Greatsword (Costs 2 Actions). The champion attacks
with its greatsword.

Appendix A. NonPlayer Characters 257

Cult Leader Cantrips (at will): light, sacred flame (2d8), thaumaturgy, toll the
dead (2d8 or 2d12)
Medium humanoid (any race), any non-good alignment
1st level (4 slots): command, inflict wounds, shield of faith
Armor Class 13 (leather armor) 2nd level (3 slots): blindness/deafness, hold person, spiritual
Hit Points 52 (8d8 + 16)
Speed 30 ft. weapon
3rd level (3 slots): glyph of warding, motivational speech, spirit
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 14 (+2) guardians

Saving Throws Wis +6, Cha +5 Legendary Actions

Skills Deception +5, Persuasion +5, Religion +6 The cult leader can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Senses passive Perception 13 time and only at the end of another creature's turn. The cult leader
regains spent legendary actions at the start of its turn.
Languages any one language (usually Common)
Move. The cult leader moves up to half its speed without provoking
Challenge 5 (1,800 XP) Proficiency Bonus +3 opportunity attacks.

Dark Devotion. The cult leader has advantage on saving throws Beguile. The cult leader targets a creature it can see within 30 feet
against being charmed or frightened. of it. If the target can see or hear the cult leader, the target must
succeed on a DC 14 Wisdom saving throw or be charmed until the
Legendary Resistance (1/Day). If the cult leader fails a saving throw, end of its next turn.
it can choose to succeed instead.
Cantrip. The cult leader casts a cantrip.
Actions Dark Exhortation (Costs 2 Actions). The cult leader targets one

Multiattack. The cult leader makes two melee attacks. ally it can see within 30 feet of it. If the target can see or hear the
cult leader, the target can use its reaction to move up to half its
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or speed and make one melee weapon attack with advantage on the
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. attack roll.

Spellcasting. The cult leader is a 6th-level spellcaster. Its Reactions
spellcasting ability is Wisdom (save DC 14, +6 to hit with spell
attacks). The cult leader has the following cleric spells prepared: Protective Thrall. When the cult leader is hit by an attack, one ally
within 5 feet of the cult leader must use its reaction to be hit by the
attack instead.

.

258 Appendix A. NonPlayer Characters

Druid, Legendary

Medium humanoid (any race), any alignment

Armor Class 13 (hide)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 11 (+0)

Saving Throws Wis +7, Cha +3

Skills Medicine +7, Nature +4, Perception +7

Damage Resistance nonmagical bludgeoning, piercing, and

slashing (from stoneskin)

Senses passive Perception 17

Languages Druidic plus any two languages

Challenge 8 (3,900 XP) Proficiency Bonus +3

Legendary Resistance (2/Day). If the druid fails a saving throw, it
can choose to succeed instead.

Actions

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

Spellcasting. The druid is a 10th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame (2d8), shillelagh*
1st level (4 slots): cure wounds, entangle, longstrider, thunderwave
2nd level (3 slots): barkskin, heat metal, spike growth
3rd level (3 slots): conjure animals, erupting earth, tidal wave
4th level (3 slots): ice storm, stoneskin*
5th level (2 slots): awaken, wrath of nature

*The druid casts these spells on itself before combat.

Legendary Actions

The druid can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The druid regains spent
legendary actions at the start of its turn.

Move. The druid moves up to half its speed without provoking
opportunity attacks.

Cantrip. The druid casts a cantrip.
Quarterstaff. The druid attacks with its Quarterstaff.
Cast a Spell (Costs 1-2 Actions). The druid expends a spell slot

to cast a 1st- or 2nd-level spell that it has prepared. Doing so costs
1 legendary action per level of the spell.

Appendix A. NonPlayer Characters 259

Eldritch Assassin Bonus Actions

Medium humanoid (any race), any non-good alignment Hexblade's Curse (Recharges after a Short or Long Rest). The
eldritch assassin targets a creature it can see within 30 feet of it.
Armor Class 16 (studded leather) The target is cursed for 1 minute. The curse ends early if the target
Hit Points 104 (16d8 + 32) dies, the eldritch assassin dies, or it is incapacitated. Until the
Speed 30 ft. curse ends, the eldritch assassin gains the following benefits:

STR DEX CON INT WIS CHA • It deals an extra 3 damage on damage rolls against the cursed
10 (+0) 18 (+4) 15 (+2) 12 (+1) 12 (+1) 18 (+4) target.

Saving Throws Dex +8, Wis +5, Cha +8 • Any attack roll it makes against the cursed target is a
critical hit on a roll of 19 or 20 on the d20.
Skills Arcana +5, Acrobatics +8, Deception +8, Stealth +12
• If the cursed target dies, the eldritch assassin regains
Damage Resistance poison 14 hit points.

Senses passive darkvision 60 ft., passive Perception 11 Reactions

Languages Thieves’ cant plus any two languages (usually Abyssal or Armor of Hexes. When hit by an attack roll by a creature cursed by
the eldritch assassin's Hexblade's Curse, roll a d6. On a roll of 4 or
Infernal) higher, the attack instead misses the eldritch assassin, regardless of
its roll.
Challenge 9 (5,000 XP) Proficiency Bonus +4

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

Sneak Attack (1/Turn). The eldritch assassin deals an extra 10
(3d6) damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 feet of an
ally of the eldritch assassin that isn’t incapacitated and the eldritch
assassin doesn’t have disadvantage on the attack roll.

Actions

Multiattack. The eldritch assassin makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a
failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320
ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a successful
one.

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

At will: disguise self, freedom of movement, levitate (self only),
silent image

Spellcasting. The eldritch assassin is an 11th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). It regains its expended spell slots when it finishes a
short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast (4 beams, 1d10 + 4),
green-flame blade (3d8 and 3d8), minor illusion,
true strike

1st-5th level (3 5th-level slots): blur, cone of cold,
dimension door, dispel magic, elemental weapon,
fly, hellish rebuke, mirror image, shield, staggering
smite, thunder step

1/day each: circle of death

260 Appendix A. NonPlayer Characters

Gladiator, Legendary Legendary Actions

Medium humanoid (any race), any alignment The gladiator can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Armor Class 17 (studded leather, shield) time and only at the end of another creature's turn. The gladiator
Hit Points 120 (16d8 + 48) regains spent legendary actions at the start of its turn.
Speed 30 ft.
Move. The gladiator moves up to half its speed without provoking
STR DEX CON INT WIS CHA opportunity attacks.
19 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Attack. The gladiator makes a melee or ranged weapon attack.
Saving Throws Str +8, Dex +7, Con +7 Cheap Shot. Melee Weapon Attack: +8 to hit, reach 5 ft., one

Skills Athletics +12, Intimidation +6 creature. Hit: The target must succeed on a DC 16 Constitution
saving throw or be stunned until the end of its next turn.
Senses passive Perception 11 Intimidating Presence. The gladiator targets one creature it
can see within 30 feet of it. If the target can see and hear the
Languages any one language (usually Common) gladiator, it must succeed on a DC 14 Wisdom saving throw or
become frightened of the gladiator for 1 minute. A creature
Challenge 11 (7,200 XP) Proficiency Bonus +4 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
Brave. The gladiator has advantage on saving throws against being successful or the effect ends for it, the creature is immune to
frightened. gladiator's Intimidating Presence for the next 24 hours.

Brute. A melee weapon deals one extra die of its damage when the Reactions
gladiator hits with it (included in the attack).
Parry and Counter. The gladiator adds 3 to its AC against one
Legendary Resistance (3/Day). If the gladiator fails a saving throw, it melee or ranged weapon attack that would hit it. To do so, it must
can choose to succeed instead. be able to see the attacker and be wielding a melee weapon. If the
attack misses, the gladiator can make one melee attack against the
Actions attacker if it is within its reach.

Multiattack. The gladiator makes three melee attacks or two ranged
attacks.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and
range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13
(2d8 + 4) piercing damage if used with two hands to make a melee
attack.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.

Appendix A. NonPlayer Characters 261

High Priest, Legendary

Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt)
Hit Points 180 (24d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 16 (+3) 20 (+5) 15 (+2)

Saving Throws Con +8, Wis +10, Cha +7

Skills Medicine +15, Persuasion +7, Religion +13

Senses passive Perception 15

Languages any two languages

Challenge 15 (13,000 XP) Proficiency Bonus +5

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

Actions

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning
damage if wielded with two hands, plus 9 (2d8) radiant (good) or 9
(2d8) necrotic (evil) damage.

Spellcasting. The high priest is a 20th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
spell attacks). It has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame (4d8), thaumaturgy,
word of radiance (4d6)

1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): aid, blindness/deafness, hold person
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, divination, guardian of faith*
5th level (3 slots): dispel evil and good, flame strike, greater

restoration
6th level (2 slots): harm, heal, true seeing
7th level (2 slots): divine word, fire storm, resurrection
8th level (1 slot): antimagic field, holy aura
9th level (1 slot): mass heal, true resurrection

*The high priest casts this spell on itself before combat.

Bonus Actions

Divine Eminence. The high priest expends a spell slot to cause its
melee weapon attacks to magically deal an extra 10 (3d6) radiant
(good) or necrotic (evil) damage to a target on a hit. This benefit lasts
until the end of the turn. If the high priest expends a spell slot of
2nd level or higher, the extra damage increases by 1d6 for each level
above 1st.

Legendary Actions

The high priest can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The high priest
regains spent legendary actions at the start of its turn.

Move. The high priest moves up to half its speed without
provoking opportunity attacks.

Cantrip. The high priest casts a cantrip.
Quarterstaff. The high priest attacks with its Quarterstaff.
Cast a Spell (Costs 1-3 Actions). The high priest expends a spell

slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing
so costs 1 legendary action per level of the spell.

262 Appendix A. NonPlayer Characters

Knight, Legendary Charge. The knight moves up to its speed.
Command Ally. The knight targets one ally it can see within 30
Medium humanoid (any race), any alignment
feet of it. If the target can see and hear the knight, the target can
Armor Class 18 (plate) use its reaction to make one melee weapon attack or move up to
Hit Points 90 (12d8 + 36) half its speed.
Speed 30 ft. Intimidating Presence. The knight targets one creature it can see
within 30 feet of it. If the target can see and hear the knight, it
STR DEX CON INT WIS CHA must succeed on a DC 13 Wisdom saving throw or become
18 (+4) 11 (+0) 16 (+3) 11 (+0) 11 (+0) 15 (+2) frightened of the knight for 1 minute. A creature can repeat the
saving throw at the end of each of its turns ending the effect on
Saving Throws Con +6, Wis +3 itself on a success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to knight's Intimidating
Senses passive Perception 10 Presence for the next 24 hours.
Greatsword (Costs 2 Actions). The knight attacks with its
Languages any one language (usually Common) Greatsword.

Challenge 6 (2,300 XP) Proficiency Bonus +3 Reactions

Brave. The knight has advantage on saving throws against being Parry and Counter. The knight adds 3 to its AC against one melee
frightened. or ranged weapon attack that would hit it. To do so, it must be able
to see the attacker and be wielding a melee weapon. If the attack
Legendary Resistance (1/Day). If the knight fails a saving throw, it misses, the knight can make one melee attack against the attacker if
can choose to succeed instead. it is within its reach.

Actions

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute,
the knight can utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add a d4 to its roll
provided it can hear and understand the knight. A creature can
benefit from only one Leadership die at a time. This effect ends if
the knight is incapacitated.

Legendary Actions

The knight can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The knight regains spent
legendary actions at the start of its turn.

Appendix A. NonPlayer Characters 263

Mage, Legendary

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Int +8, Wis +5

Skills Arcana +8, History +8

Damage Resistance nonmagical bludgeoning, piercing, and slashing

(from stoneskin)

Senses passive Perception 11

Languages any five languages

Challenge 9 (5,000 XP) Proficiency Bonus +4

Legendary Resistance (2/Day). If the mage fails a saving throw, it
can choose to succeed instead.

Actions

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

Spellcasting. The mage is a 10th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
The mage has the following wizard spells prepared:

Cantrips (at will): fire bolt (2d10), light, mage hand, minor illusion,
prestidigitation

1st level (4 slots): detect magic, mage armor,* magic missile, shield
2nd level (3 slots): misty step, scorching ray, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): ice storm, stoneskin*
5th level (2 slots): cone of cold, wall of force

*The mage casts these spells on itself before combat.

Legendary Actions

The mage can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The mage regains spent
legendary actions at the start of its turn.

Move. The mage moves up to half its speed without provoking
opportunity attacks.

Cantrip. The mage casts a cantrip.
Dagger. The mage attacks with its Dagger.
Cast a Spell (Costs 1-2 Actions). The mage expends a spell slot

to cast a 1st- or 2nd-level spell that it has prepared. Doing so
costs 1 legendary action per level of the spell.

264 Appendix A. NonPlayer Characters

Monk, Legendary Legendary Actions

Medium humanoid (any race), any alignment The monk can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Armor Class 18 only at the end of another creature's turn. The monk regains spent
Hit Points 130 (20d8 + 40) legendary actions at the start of its turn.
Speed 55 ft.
Detect. The monk makes a Wisdom (Perception) check.
STR DEX CON INT WIS CHA Tumble, Slide, and Flip. The monk moves up to half its speed
12 (+1) 18 (+4) 14 (+2) 11 (+0) 19 (+4) 10 (+0)
without provoking opportunity attacks. During this move, the
Saving Throws Str +5, Dex +8, Wis +8 monk can enter creatures' spaces but can't end its turn there.
Attack. The monk makes an unarmed strike or attacks with its dart.
Skills Acrobatics +8, Insight +8, Perception +8, Stealth +8 Dodge (Costs 2 Actions). The monk performs a Dodge Action.
Until the start of the monk's next turn, it can't use Attack as a
Senses passive Perception 18 legendary action.

Languages any one language (usually Common) Reactions

Challenge 9 (5,000 XP) Proficiency Bonus +4 Deflect Missile. In response to being hit by a ranged weapon attack,
the monk deflects the missile. The damage it takes from the attack
Legendary Resistance (2/Day). If the monk fails a saving throw, it is reduced by 25 (1d10 + 20). If the damage is reduced to 0, the
can choose to succeed instead. monk catches the missile if it’s small enough to hold in one hand
and the monk has a hand free.
Unarmored Defense. While the monk is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The monk makes four Unarmed Strikes or four Dart
attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the
target is a creature, the monk can choose one of the
following additional effects:

• The target must succeed on a DC 16 Strength saving throw
or drop one item it is holding (monk’s choice).

• The target must succeed on a DC 16 Dexterity saving throw
or be knocked prone.

• The target must succeed on a DC 16 Constitution saving throw
or be stunned until the end of the monk’s next turn.

Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target.
Hit: 6 (1d4 + 4) piercing damage.

Appendix A. NonPlayer Characters 265

Necromancer, Legendary Legendary Actions

Medium humanoid (any race), any alignment The necromancer can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used
Armor Class 12 (15 with mage armor) at a time and only at the end of another creature's turn. The
Hit Points 78 (12d8 + 24) necromancer regains spent legendary actions at the start of its turn.
Speed 30 ft.
Move. The necromancer moves up to half its speed without
STR DEX CON INT WIS CHA provoking opportunity attacks.
9 (-1) 14 (+2) 14 (+2) 17 (+3) 12 (+1) 11 (+0)
Cantrip. The necromancer casts a cantrip.
Saving Throws Int +7, Wis +5 Withering Touch. The necromancer attacks with its Withering

Skills Arcana +7, History +7 Touch.
Cast a Spell (Costs 1-2 Actions). The necromancer expends a spell
Damage Resistance nonmagical bludgeoning, piercing, and
slot to cast a 1st- or 2nd-level spell that it has prepared. Doing so
costs 1 legendary action per level of the spell.

slashing (from stoneskin)

Senses passive Perception 11

Languages any four languages

Challenge 12 (8,400 XP) Proficiency Bonus +4

Legendary Resistance (2/Day). If the necromancer fails a saving
throw, it can choose to succeed instead.

Grim Harvest (1/Turn). When necromancer kills a creature that is
neither a construct nor undead with a spell of 1st level or higher,
the necromancer regains hit points equal to twice the spell’s level,
or three times if it is a necromancy spell.

Actions

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
creature. Hit: 12 (5d4) necrotic damage.

Spellcasting. The necromancer is a 12th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
spell attacks). The necromancer has the following wizard spells
prepared:

Cantrips (at will): chill touch (3d8), dancing lights, mage hand,
mending

1st level (4 slots): false life,* mage armor**, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin**
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*

*Necromancy spell of 1st level or higher
**The necromancer casts these spells on itself before combat.

266 Appendix A. NonPlayer Characters

Priest, Legendary

Medium humanoid (any race), any alignment

Armor Class 14 (chain shirt)
Hit Points 55 (10d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 13 (+1) 18 (+4) 13 (+1)

Saving Throws Wis +7, Cha +4

Skills Medicine +10, Persuasion +4, Religion +7

Senses passive Perception 14

Languages any two languages

Challenge 8 (3,900 XP) Proficiency Bonus +3

Legendary Resistance (2/Day). If the priest fails a saving throw, it
can choose to succeed instead.

Actions

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

Spellcasting. The priest is an 10th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It
has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame (2d8), thaumaturgy,
word of radiance (2d6)
1st level (4 slots): command, cure wounds, guiding bolt, sanctuary
2nd level (3 slots): aid, blindness/deafness, hold person
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, guardian of faith*
5th level (2 slots): dispel evil and good, flame strike

*The priest casts this spell on itself before combat.

Bonus Actions

Divine Eminence. As a bonus action, the priest can expend a spell
slot to cause its melee weapon attacks to magically deal an extra 10
(3d6) radiant (good) or necrotic (evil) damage to a target on a hit.
This benefit lasts until the end of the turn. If the priest expends a
spell slot of 2nd level or higher, the extra damage increases by 1d6
for each level above 1st.

Legendary Actions

The priest can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The priest regains spent
legendary actions at the start of its turn.

Move. The priest moves up to half its speed without provoking
opportunity attacks.

Cantrip. The priest casts a cantrip.
Quarterstaff. The priest attacks with its Quarterstaff.
Cast a Spell (Costs 1-2 Actions). The priest expends a spell slot

to cast a 1st- or 2nd-level spell that it has prepared. Doing so
costs 1 legendary action per level of the spell.

Appendix A. NonPlayer Characters 267

Legendary ranger Spellcasting. The ranger is a 14th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It
Medium humanoid (any race), any alignment has the following ranger spells prepared:

Armor Class 16 (studded leather) 1st level (4 slots): cure wounds, longstrider, snare
Hit Points 105 (14d8 + 42) 2nd level (3 slots): lesser restoration, spike growth
Speed 35 ft. 3rd level (3 slots): flame arrow, lightning arrow
4th level (1 slot): freedom of movement
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 10 (+0) Legendary Actions

Saving Throws Str +4, Dex +7 The ranger can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Skills Perception +9, Stealth +7, Survival +6 only at the end of another creature's turn. The ranger regains spent
legendary actions at the start of its turn.
Senses passive passive Perception 19
Detect. The ranger makes a Wisdom (Perception) check.
Languages any two languages (usually Common) Move. The ranger moves up to half its speed without provoking

Challenge 8 (3,900 XP) Proficiency Bonus +3 opportunity attacks.
Attack. The ranger makes a melee or ranged weapon attack.
Archery Fighting Style. The ranger gains +2 bonus to attack rolls it Cast a Spell (Costs 1-2 Actions). The ranger expends a spell slot
makes with ranged weapons (included in the attack).
to cast a 1st- or 2nd-level spell that it has prepared. Doing so
Legendary Resistance (2/Day). If the ranger fails a saving throw, it costs 1 legendary action per level of the spell.
can choose to succeed instead.

Multiattack Defense. When a creature hits the ranger with an attack,
the ranger gains a +4 bonus to AC against all subsequent attacks
made by that creature for the rest of the turn.

Favored Foe (3/Day). When the ranger hits a creature with an attack
roll, it can mark the target as its favored enemy for 1 minute or until
it loses its concentration (as if it were concentrating on a spell). The
first time on each of its turns that it hits the favored enemy and deal
damage to it, including when it marks it, it can increase that damage
by 4 (1d8).

Actions

Multiattack. The ranger makes two Shortsword attacks or two
Longbow attacks.

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

Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one
creature. Hit: 8 (1d8 + 4) piercing damage.

268 Appendix A. NonPlayer Characters

Sacred Fist Bonus Actions

Medium humanoid (any race), any alignment Sacred Flames (3/Day). As a bonus action, the sacred fist causes
its hands and feet to be wreathed in divine energy, which each hit of
Armor Class 17 its unarmed strike dealing an extra 4 (1d8) radiant (good), fire (any),
Hit Points 117 (18d8 + 36) or necrotic (evil) damage. Once per turn while sacred flames is
Speed 55 ft. active, when the sacred fist hits a creature with an unarmed strike,
it can expend one spell slot to deal radiant, fire, or necrotic damage
STR DEX CON INT WIS CHA (whichever is active) to the target, in addition to the unarmed strike’s
12 (+1) 18 (+4) 14 (+2) 11 (+0) 17 (+3) 10 (+0) damage. The extra damage is 2d8 for a 1st-level spell slot, plus
1d8 for each spell level higher than 1st, to a maximum of 5d8. This
Saving Throws Str +4, Dex +7, Wis +6 effect lasts for 1 minute.

Skills Acrobatics +7, Insight +6, Perception +6, Religion +6 Inner Armor (1/Day). As a bonus action, the sacred fist invokes
its inner tranquility, gaining advantage on all Saving Throws. The
Senses passive Perception 16 effect lasts for 1 minute.

Languages any one language (usually Common) Reactions

Challenge 8 (3,900 XP) Proficiency Bonus +3 Deflect Missile. In response to being hit by a ranged weapon attack,
the sacred fist deflects the missile. The damage it takes from the
Unarmored Defense. While the sacred fist is wearing no armor and attack is reduced by 16 (1d10 + 11). If the damage is reduced to 0,
wielding no shield, its AC includes its Wisdom modifier. the sacred fist catches the missile if it’s small enough to hold in one
hand and the sacred fist has a hand free.
Actions

Multiattack. The sacred fist makes three Unarmed Strikes or three
Dart attacks. Or it can make one Unarmed Strike and cast one spell
that takes 1 action to cast.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage + 4 (1d8) radiant, fire,
or necrotic damage (if Sacred Flames is active). If the target is a
creature, the sacred fist can choose one of the following additional
effects:

• The target must succeed on a DC 14 Strength saving throw or
drop one item it is holding (sacred fist’s choice).

• The target must succeed on a DC 14 Dexterity saving throw or be
knocked prone.

• The target must succeed on a DC 14 Constitution saving throw or
be stunned until the end of the sacred fist’s next turn.

Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target.
Hit: 5 (1d4 + 4) piercing damage.

Spellcasting. The sacred fist is a 7th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame (2d8), thaumaturgy
1st level (4 slots): bless, cure wounds, detect evil and good
2nd level (3 slots): aid, enhance ability, lesser restoration
3rd level (3 slots): dispel magic, mass healing word, remove curse
4th level (1 slot): banishment

Appendix A. NonPlayer Characters 269

Templar

Medium humanoid (any race), any lawful alignment

Armor Class 16 (chain mail)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 11 (+0) 15 (+2) 11 (+0)

Saving Throws Con +4, Wis +4

Skills Athletics +5, Perception +4, Religion +2

Senses passive Perception 14

Languages any two languages

Challenge 4 (1,100 XP) Proficiency Bonus +2

Battle Concentration. The templar has advantage on Constitution
saving throws that it makes to maintain concentration on a spell
when it takes damage.

Actions

Multiattack. The templar makes two melee attacks, or makes one
melee attack and casts one spell that takes 1 action to cast.

Heavy Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3)
bludgeoning damage if used with two hands.

Spellcasting. The templar is a 5th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It
has the following cleric spells prepared:

Cantrips (at will): light, sacred flame (2d8), word of radiance (2d6)
1st level (4 slots): bless, command, divine favor, guiding bolt, healing

word, protection from evil and good, shield of faith
2nd level (3 slots): aid, blindness/deafness, spiritual weapon
3rd level (3 slots): crusader's mantle, revivify, spirit guardians

Templar, Grand (good) or 4 (1d8) necrotic (evil) damage.

Medium humanoid (any race), any lawful alignment Spellcasting. The grand templar is a 11th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell
Armor Class 18 (plate) attacks). It has the following cleric spells prepared:
Hit Points 135 (18d8 + 54)
Speed 30 ft. Cantrips (at will): light, mending, sacred flame (3d8), toll the dead
(3d8 or 3d12), word of radiance (3d6)
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 12 (+1) 17 (+3) 13 (+1) 1st level (4 slots): divine favor, guiding bolt, healing word, protection
from evil and good, shield of faith
Saving Throws Con +8, Wis +8
2nd level (3 slots): aid, blindness/deafness, magic weapon, spiritual
Skills Athletics +8, Intimidation +6, Perception +8, Religion +6 weapon, warding bond

Damage Resistance nonmagical bludgeoning, piercing, and 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic,
mass healing word, revivify, spirit guardians
slashing (from stoneskin)
4th level (2 slots): banishment, freedom of movement, guardian of
Senses passive Perception 18 faith*, stoneskin*

Languages any two languages 5th level (2 slots): flame strike, hold monster, holy weapon
6th level (1 slot): heal
Challenge 13 (10,000 XP) Proficiency Bonus +5
*The grand templar casts these spells on itself before combat.
Battle Concentration. The templar has advantage on Constitution
saving throws that it makes to maintain concentration on a spell Legendary Actions
when it takes damage.
The grand templar can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the grand templar fails a saving the options below. Only one legendary action option can be used
throw, it can choose to succeed instead. at a time and only at the end of another creature's turn. The grand
templar regains spent legendary actions at the start of its turn.
Actions
Move. The grand templar moves up to half its speed.
Multiattack. The grand templar makes two melee attacks, or makes Attack. The grand templar makes a melee weapon attack.
one melee attack and casts one spell that takes 1 action to cast. Cantrip. The grand templar casts a cantrip.
Cast a Spell (Costs 1-3 Actions). The grand templar expends a
Heavy Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3) spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared.
bludgeoning damage if used with two hands, plus 4 (1d8) radiant Doing so costs 1 legendary action per level of the spell.

270 Appendix A. NonPlayer Characters

Thug Captain

Medium humanoid (any race), any non-good alignment

Armor Class 14 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Str +5, Con +4

Skills Intimidation +3

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 2 (450 XP) Proficiency Bonus +2

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

Actions

Multiattack. The thug captain uses Maneuver Allies, if available. It
then makes two melee attacks.

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Maneuver Allies (Recharge 5-6). Up to three allies within 60 feet of
this thug captain that can hear it can each use their reaction to move
up to half their speed without provoking opportunity attacks.

Bonus Actions

Battle Command. The thug captain targets one ally it can see within
30 feet of it. If the target can see or hear the thug captain, the target
can use its reaction to make one melee attack or to take the Dodge
or Hide action.

Thug Gang Boss ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Medium humanoid (any race), any non-good alignment Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of
this thug gang boss that can hear it can each use their reaction to
Armor Class 18 (plate) move up to half their speed without provoking opportunity attacks.
Hit Points 78 (12d8 + 24)
Speed 30 ft. Bonus Actions

STR DEX CON INT WIS CHA Battle Command. The thug gang boss one ally it can see within 30
18 (+4) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) feet of it. If the target can see or hear the thug gang boss, the target
can use its reaction to make one melee attack or to take the Dodge
Saving Throws Str +7, Con +5 or Hide action.

Skills Insight +4, Intimidation +5, Perception +4 Legendary Actions

Senses passive Perception 14 The thug gang boss can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be used at
Languages any two languages (usually Common) a time and only at the end of another creature's turn. The thug gang
boss regains spent legendary actions at the start of its turn.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Move. The thug gang boss moves up to half its speed without
Legendary Resistance (1/Day). If the thug gang boss a saving throw, provoking opportunity attacks.
it can choose to succeed instead.
Cheap Shot. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Pack Tactics. The thug gang boss has advantage on an attack roll creature. Hit: The target must succeed on a DC 15 Constitution
against a creature if at least one of the thug gang boss’s allies is saving throw or be stunned until the end of its next turn.
within 5 feet of the creature and the ally isn’t incapacitated.
Attack (Costs 2 Actions). The thug gang boss makes a melee or
Actions ranged weapon attack.

Multiattack. The thug gang boss uses Maneuver Allies, if available. Reactions
It then makes two melee attacks.
Redirect Attack. When a creature the thug gang boss can see
Great Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one targets it with an attack, the thug gang boss chooses an ally within
creature. Hit: 11 (2d6 + 4) bludgeoning damage. 5 feet of it. The thug gang boss swaps places with the chosen ally,
and the chosen ally becomes the target instead.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400

Appendix A. NonPlayer Characters 271

Warlock of the Fiend, Legendary Legendary Actions

Medium humanoid (any race), any alignment The warlock can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Armor Class 12 (15 with mage armor) time and only at the end of another creature's turn. The warlock
Hit Points 110 (17d8 + 34) regains spent legendary actions at the start of its turn.
Speed 30 ft.
Move. The warlock moves up to half its speed without provoking
STR DEX CON INT WIS CHA opportunity attacks.
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 20 (+5)
Quarterstaff. The warlock attacks with its Quarterstaff.
Saving Throws Wis +6, Cha +10 Diabolical Presence. The warlock targets one creature it can

Skills Arcana +6, Deception +10, Perception +6, Religion +6 see within 60 feet of it. If the target can see and hear the warlock,
it must succeed on a DC 18 Wisdom saving throw or become
Damage Resistance bludgeoning, piercing, and slashing from charmed or frightened (warlock's choice) for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending
nonmagical attacks that aren't silvered 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
Senses darkvision 60 ft., passive Perception 16 warlock's Diabolical Presence for the next 24 hours.
Eldritch Blast (Costs 2 Actions). The warlock casts eldritch blast.
Languages any two languages (usually Abyssal or Infernal)

Challenge 14 (11,500 XP) Proficiency Bonus +5

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

Dark One’s Own Luck (Recharges after a Short or Long Rest).
When the warlock makes an ability check or saving throw, it can add
a d10 to the roll. It can do this after the roll is made but before any of
the roll’s effects occur.

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if
wielded with two hands, plus 9 (2d8) fire damage.

Innate Spellcasting. The warlock’s innate spellcasting ability
is Charisma (spell save DC 18). It can innately cast the following
spells, requiring no material components:
At will: alter self, false life, freedom of movement, levitate (self only),

mage armor (self only), silent image

Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It
regains its expended spell slots when it finishes a short or long rest.
It knows the following warlock spells:

Cantrips (at will): eldritch blast (4 beams, 1d10 + 5), fire bolt (4d10),
friends, mage hand, minor illusion, prestidigitation, shocking grasp
(4d8)

1st–5th level (4 5th-level slots): banishment, burning hands, contact
outer plane, counterspell, dispel magic, fireball, flame strike, fly,
hellish rebuke, scrying, stinking cloud, suggestion, summon greater
demon, wall of fire

1/day each: feeblemind, finger of death, plane shift

Summon Fiend (1/Day). The warlock summons a barbed devil,
barlgura, or mezzoloth. A summoned fiend appears in an unoccupied
space within 60 feet of the warlock and acts as an ally of the warlock.
It remains for an hour, until it or the warlock dies, or until its
summoner dismisses it as an action.

272 Appendix A. NonPlayer Characters

Warlock of the Great Old
One, Legendary

Medium humanoid (any race), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Wis +6, Cha +9

Skills Arcana +6, Religion +6

Damage Resistance psychic

Senses darkvision 60 ft., passive Perception 11

Languages any two languages, telepathy 30 ft.

Challenge 13 (10,000 XP) Proficiency Bonus +5

Legendary Resistance (3/Day). If the warlock fails a saving throw, it 1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar,
can choose to succeed instead. crown of madness, clairvoyance, contact other plane, detect
thoughts, dimension door, dissonant whispers, dominate beast,
Whispering Aura. At the start of each of the warlock’s turns, each Evard's black tentacles, synaptic static, telekinesis, vampiric touch
creature of its choice within 5 feet of it must succeed on a DC 17
Wisdom saving throw or take 10 (3d6) psychic damage, provided 1/day each: arcane gate, maddening darkness, power word pain
that the warlock isn’t incapacitated.
Legendary Actions
Actions
The warlock can take 3 legendary actions, choosing from the
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or options below. Only one legendary action option can be used at a
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 time and only at the end of another creature's turn. The warlock
(2d6) psychic damage. regains spent legendary actions at the start of its turn.

Innate Spellcasting. The warlock’s innate spellcasting ability Move. The warlock moves up to half its speed without provoking
is Charisma. It can innately cast the following spells (spell save opportunity attacks.
DC 17), requiring no material components:
Cantrip. The warlock casts a cantrip.
At will: detect magic, jump, levitate, invisibility, warlock armor (self Dagger. The warlock attacks with its Dagger.
only), speak with dead Mouth of Madness (Costs 1-3 Actions). The warlock utters an

Spellcasting. The warlock is a 15th-level spellcaster. Its spellcasting unworldly phrase and targets up to 3 creatures it can see within 30
ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It feet of it. If the target can see and hear the warlock, it must
regains its expended spell slots when it finishes a short or long rest. succeed on a DC 17 Wisdom saving throw. On a failed save, the
It knows the following warlock spells: target must use its reaction to move up to half its speed toward
a creature of the warlock's choice that it can see and make one
Cantrips (at will): chill touch (3d8), eldritch blast (3 beams, 1d10 melee weapon attack against it, if it is within range.
+ 4), guidance, mage hand, mind sliver (3d6), minor illusion, It costs 1 legendary action per target.
prestidigitation

Appendix A. NonPlayer Characters 273

Warlock of the Undead

Medium humanoid (any race), any alignment

Armor Class 14 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 18 (+4)

Saving Throws Wis +4, Cha +7

Skills Arcana +4, Religion +4

Damage Resistance necrotic

Damage Immunities necrotic (while Form of Dread is active)

Condition Immunities frightened (while Form of Dread is active)

Senses passive darkvision 60 ft., passive Perception 11

Languages any two languages (usually Abyssal or Infernal)

Challenge 7 (2,900 XP) Proficiency Bonus +3

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning
damage if wielded with two hands, plus 9 (2d8) necrotic damage.

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

At will: detect magic, disguise self, freedom of movement,
levitate (self only), silent image

Spellcasting. The warlock is an 13th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 15, +7 to hit
with spell attacks). It regains its expended spell slots when it
finishes a short or long rest. It knows the following warlock
spells:
Cantrips (at will): eldritch blast (3 beams, 1d10 + 4), infestation

(3d6), mage hand, poison spray (3d12)
1st-5th level (3 5th-level slots): animate dead, antilife shell, bane,

blight, blindness/deafness, cloudkill, death ward, enervation, false
life, greater invisibility, phantasmal force, phantom steed
1/day each: circle of death, finger of death

Bonus Actions

Form of Dread (3/Day). As a bonus action, the warlock transforms
into its Form of Dread which lasts for 1 minute. Until the Form of
Dread ends, the warlock gains the following benefits:

• It gains 20 temporary hit points.
• Once during each of its turns, when the warlock hits a creature with

an attack, the warlock can force it to make a DC 15 Wisdom saving
throw, and if the saving throw fails, the target is frightened of the
warlock until the end of the warlock's next turn.
• It is immune to the frightened condition and to necrotic damage.

274 Appendix A. NonPlayer Characters

Appendix B: Creatures by Type

Aberrations CR Constructs CR Dracotaur champion 10 Kapre elder 7
of Tiamat, young adult 8
Gorbel 1 Wood golem 7 brown dragon, young 11 Korred druid 9
Illithidragon wyrmling 3 Ice golem 8 adult gray dragon 12 11
Juvenile illithidragon 6 Clockwork golem 11 Young adult purple dragon 13 Korred elder 13
Young illithidragon 9 Spiderstone golem 13 14 15
Eye of Gulguthra 11 Clockwork beholder 14 Three-headed young red 15 Barrow hag, elder 16
Deepspawn, young 12 Demonflesh golem 17 dragon 17 Anito
illithidragon Mithral golem 19 Favored young dragon of 18 Maligno 17
Adult illithidragon 16 Adamantine golem 22 Tiamat 19 Autumn eladrin, elder,
Deepspawn tyrant 20 Adult brown dragon, adult 20 spring eladrin, elder,
gray dragon summer eladrin, elder,
Dragons CR Adult purple dragon, two- 21 winter eladrin, elder
headed adult black dragon 22 Diwata
Old gray dragon
Celestials CR Brown dragon wyrmling, 2 26 Fiends CR
gray dragon wyrmling, 3 Old brown dragon
Lantern archon, bariaur 1 purple dragon wyrmling 4 Eyewing 2
2 Dracotaur, elder white Old purple dragon, three-
Bariaur hunter, musteval 3 guard drake 5 headed adult red dragon Hell Hound Archon 4
Dracotaur archer, dracotaur Ancient gray dragon,
Hound archon, bariaur 4 berserker, juvenile gray 6 favored adult dragon of Hellfire Wyrmling, Nabassu 5
shaman, cervidal, pegataur dragon, elder black guard 7 Tiamat Whelp 7
Bariaur priest of ehlonna, 5 drake, elder green guard 8 Ancient brown dragon Injustice Archon, 8
equinal, pegataur drake 9 Mavawhan 9
skirmisher 6 Dracotaur shaman, juvenile Ancient purple dragon, Cambion Gladiator, Juvenile
Avoral, pegataur captain, brown dragon, juvenile two-headed ancient black Hellfire Wyrm
sarimanok 7 purple dragon, elder blue dragon Ravager Archon
Justice archon, lupinal, ki- 8 guard drake Three-headed ancient red
rin foal, pegataur mage Dracotaur priest of Tiamat, dragon Maurezhi Lord, Young 11
Pegataur druid 9 elder red guard drake Hellfire Wyrm 12
10 Dracotaur war mage, young Hellblade Archon
Warden archon, ursinal, 11 brown dragon, young gray
pegataur knight 12 dragon Elementals CR Harbinger Archon 13
Owl archon, leonal 15 Young purple dragon, two-
headed young black dragon Ice paraelemental, magma 5 Young Adult Hellfire Wyrm 14
Sarimanok, greater Dracotaur chieftain paraelemental, ooze
paraelemental, smoke Tyrant Archon 16
Sword archon paraelemental
Demonflesh Golem 17
Trumpet archon
Adult Hellfire Wyrm 18
Throne archon

Hierophant of 19
Annihilation
Fey CR
Giants CR
Green duwende 1/4
1/2 Hill giant skirmisher 6
Dark duwende, gray 7
duwende 1 Bungisngis, hill giant siege
Hybsil 3 hulk, hill giant warlock of 8
Ogrémoch
Barrow hag, kapre, 4 Hill giant boss, hill giant 9
tikbalang gladiator, stone giant 10
Autumn eladrin, young, earthsinger
korred, young, spring Frost giant mauler, stone 11
eladrin, young, summer giant warlock of Ogrémoch
eladrin, young, winter Fire giant artillerist, frost 12
eladrin, young giant shaman of Auril, hill
giant warlord 13
Bungisngis shaman, fire 14
giant chain brute, fire giant 15
warlock of imix, frost giant 20
mammoth rider, frost giant
warlock of Kostchtchie
Fire giant war mage, frost
giant wolflord, stone giant
champion of Ogrémoch
Frost giant warlord

Cloud giant divine trickster,
fire giant juggernaut
Fire giant blackguard of
Surtur
Storm giant king

Appendix B. Creatures by Type 275

Humanoids CR Monstrosities CR NPCs CR Plants CR

Bullywug skirmisher 1/2 Shocker lizard hatchling 1/4 Thug captain 2 Wortling 1
1 Obliviax 2
Buso, bullywug priest, 1 Shocker lizard 3 Templar 4 Wolf-in-sheep's-clothing 3
malenti 2 Doom blossom 4
3 Bright naga, shocker lizard, 4 Bandit lord, cult leader 5 Hangman tree 5
Bugbear hunter, bugbear giant 5 Tendriculos 6
witch doctor, bullywug 4 Aurumvorax, thessaltrice Cult leader 5 Noran 7
shaman, gatorfolk, gnoll 6 Orcwort 11
cutthroat, goblin artificer, 5 Lammasu, opinicus, Knight, legendary, thug 6 Corpse flower, monstrous 12
kobold dragonsinger, luposphinx 7 gang boss 7 Dragonroot tree 13
tigbanua, tiktik 6 Dark naga, shocker lizard, Bladesinger, warlock of the 8
7 monstrous, canisphinx 8 undead Undead CR
Bugbear warlock, bullywug Aurumvorax, elder, drider Bard, legendary, druid, 9
boss, bullywug warlock, dark sniper, iridescent 9 legendary, priest, legendary, 11 Gnoll witherling, greater 1
gatorfolk witch doctor, naga, shedu, taurusphinx ranger, legendary, sacred
gnoll priest of Refnara, Drider war mage, 10 fist
gnoll warlock of Yeenoghu, threskisphinx, thessalmera 11 Barbarian, legendary,
goblin ganglord, goblin Drider spiderlord, eldritch assassin, mage,
watcher of Maglubiyet, lammasu, greater, eldritch 12 legendary, monk, legendary
hobgoblin warlock of the naga, crocosphinx, 14 Gladiator, legendary
legion, kobold conqueror thessalgorgon 16
of Dakarnok, kobold Opinicus, greater 17 Assassin, legendary, 12 Ogre revenant 3
trapmaster of Gaknulak, 23 champion, legendary,
kuo-toa lash, kuo-toa mad Aurumvorax, giant, shedu, necromancer, legendary 13 Manticore revenant 4
one, manananggal, orog greater Templar, grand, warlock of 14
sergeant, sahuagin shaman, Dracosphinx, thessalhydra the great old one, legendary 15 Druj claw, vampire spawn 7
urd batlord of Kuraulyek, Warlock of the fiend, glamour bard, vampire 8
urd warlock of the fiend Golden protector legendary spawn monk, wyvern
High priest, legendary revenant, young white
Bugbear blood ghost Shedu enlightened one spectral dragon
berserker, bugbear boss, Druj eye
bullywug maw of Ramenos, Nagahydra
gatorfolk shaman, gnoll Archdruid, legendary, 16 Vampire spawn 9
war priest of Yeenoghu, Ha-naga archmage, legendary, commander, wraith shadow 10
goblin instructor of blackguard, legendary priest
Khurgorbaeyag, goblin Druj head, frost giant 11
peacemaker of Bargrivyek, revenant, nosferatu alpha, 14
hobgoblin war chanter, treant revenant, vampire 15
kobold war leader of spawn warlock of the fiend
Kurtulmak, kubot, orc Vampire spawn priest of
bloodrager death, wraith necromancer
Nosferatu master, wraith
Bugbear dark claw of archmage
Skiggaret, bugbear dread Adult green spectral dragon
eye of Grankhul, bullywug
swarm leader, gatorfolk
claw of Sess'innek, gnoll
nimrod of Gorellik,
gnoll witherlock, goblin
battle lord of Maglubiyet,
hobgoblin elite captain,
hobgoblin Warlord of
nomog-geaya, kuo-toa eye
of Blipdoolpoolp, orc boss,
orc fist of Bahgtru, orog hag
of Luthic

Bugbear beastlord,
gatorfolk chieftain, gnoll
war leader of Yeenoghu,
halimaw, hobgoblin iron
shadow assassin, orog
battle priestess of Luthic,
sahuagin shark of Sekolah

Orog warlord of Luthic

Hobgoblin annihilator, kuo- 8
toa priest-king, sahuagin 9
duke
Hobgoblin iron shadow
master, hobgoblin wyrmlord
of Tiamat, kuo-toa leviathan

276 Appendix B. Creatures by Type

Appendix C: Creatures by Environment

Arctic CR Aurumvorax, dracotaur archer, dracotaur berserker, gnoll 4
war priest of Yeenoghu, hobgoblin war chanter, juvenile
Kobold dragonsinger 2 gray dragon, kobold war leader of Kurtulmak, korred, 5
3 young, manticore revenant, orc bloodrager
Elder white guard drake, kobold conqueror of Dakarnok, Bandit lord, dracotaur shaman, gnoll nimrod of Gorellik, 6
kobold trapmaster of Gaknulak, ogre revenant, orog 4 gnoll witherlock, hobgoblin elite captain, hobgoblin
sergeant, urd batlord of Kuraulyek, urd warlock of the fiend warlord of Nomog-geaya, lammasu, luposphinx, opinicus, 7
Kobold war leader of Kurtulmak, manticore revenant, orc 5 orc boss, orc fist of Bahgtru, orog hag of Luthic
bloodrager Canisphinx, dark naga, dracotaur priest of Tiamat, elder 8
Bandit lord, ice paraelemental, orc boss, orc fist of Bahgtru, 6 red guard drake, gnoll war leader of Yeenoghu, hill giant
orog hag of Luthic 7 skirmisher, hobgoblin iron shadow assassin, orog battle 9
Orog battle priestess of Luthic priestess of Luthic
8 Elder aurumvorax, dracotaur war mage, hill giant siege 10
Mavawhan, orog warlord of Luthic, young white spectral 9 hulk, hill giant warlock of Ogrémoch, orog warlord of 11
dragon 10 Luthic, shedu, taurusphinx, wyvern revenant, young gray 12
Legendary druid, ice golem, legendary ranger 11 dragon 14
Hill giant boss, hill giant gladiator, hobgoblin annihilator, 15
Legendary barbarian, frost giant mauler 12 korred druid, stone giant earthsinger, thessalmera, 16
13 threskisphinx 17
Frost giant revenant, frost giant shaman of Auril 16 Crocosphinx, dracotaur chieftain, eldritch naga, hobgoblin 19
iron shadow master, hobgoblin wyrmlord of Tiamat, korred 20
Frost giant mammoth rider, frost giant warlock of elder, greater lammasu, stone giant warlock of Ogrémoch 26
Kostchtchie Dracotaur champion of Tiamat, fire giant artillerist, hill
Frost giant wolflord giant warlord, greater opinicus, young adult gray dragon 277
Giant aurumvorax, fire giant chain brute, fire giant warlock
Frost giant warlord of Imix, greater shedu
Dracosphinx, fire giant war mage, stone giant champion of
Legendary archdruid, legendary blackguard Ogrémoch, three-headed young red dragon
Adult gray dragon, fire giant juggernaut, golden protector
Badlands CR
Fire giant blackguard of Surtur
Gnoll greater witherling 1
2 Legendary blackguard, shedu enlightened one
Gnoll cutthroat, gray dragon wyrmling, kobold
dragonsinger 3 Old gray dragon
Bright naga, dracotaur, gnoll priest of Refnara, gnoll
warlock of Yeenoghu, hobgoblin warlock of the legion, Three-headed adult red dragon
kobold conqueror of Dakarnok, kobold trapmaster of
Gaknulak, ogre revenant, orog sergeant, urd batlord of Ancient gray dragon
Kuraulyek, urd warlock of the fiend
Three-headed ancient red dragon

Appendix C. Creatures by Environment

Coastal CR Canisphinx, dracotaur priest of Tiamat, gnoll war leader 6
of Yeenoghu, hobgoblin iron shadow assassin, monstrous
Shocker lizard hatchling 1/4 shocker lizard 7
1 Dracotaur war mage, shedu, taurusphinx, young brown
Malenti, shocker lizard 2 dragon 8
3 Hobgoblin annihilator, legendary ranger, threskisphinx 9
Brown dragon wyrmling, gatorfolk, kobold dragonsinger Legendary barbarian, crocosphinx, dracotaur chieftain,
4 hobgoblin iron shadow master, hobgoblin wyrmlord of 10
Gatorfolk witch doctor, kobold conqueror of Dakarnok, Tiamat, greater lammasu
kobold trapmaster of Gaknulak, ogre revenant, sahuagin 5 Dracotaur champion of Tiamat, greater opinicus, young 11
shaman, giant shocker lizard, urd batlord of Kuraulyek, urd adult brown dragon 12
warlock of the fiend 6 Shedu, greater 14
Gatorfolk shaman, kobold war leader of Kurtulmak, Dracosphinx 16
manticore revenant 7 Adult brown dragon, golden protector 18
Bandit lord, elder blue guard drake, gatorfolk claw of 8 Shedu enlightened one 21
Sess'innek, juvenile brown dragon Old brown dragon
Gatorfolk chieftain, sahuagin shark of Sekolah, monstrous 9 Ancient brown dragon CR
shocker lizard 10
Young brown dragon 14 Feywild 1/4
16 1/2
Legendary druid, legendary ranger, sahuagin duke, 18 Green duwende 1
threskisphinx 20 Dark duwende, gray duwende 2
Legendary barbarian, crocosphinx 21 Hybsil, wortling 3
Obliviax 4
Young adult brown dragon Barrow hag, kapre, tikbalang, wolf-in-sheep's-clothing
Young autumn eladrin, doom blossom, young spring 5
Adult brown dragon eladrin, young summer eladrin, young summer eladrin 6
Hangman tree, sarimanok 7
Legendary archdruid, legendary blackguard Tendriculos 8
Bungisngis, kapre, elder, noran 10
Old brown dragon Legendary druid 11
Sarimanok, greater 12
Storm giant king Barrow hag, elder, bungisngis shaman, orcwort 13
Corpse flower, monstrous 15
Ancient brown dragon Anito, dragonroot tree 16
Maligno
Desert CR Legendary archdruid, elder autumn eladrin, elder spring 17
eladrin, elder summer eladrin, elder winter eladrin
Shocker lizard hatchling 1/4 Diwata
1
Gnoll greater witherling, shocker lizard 2
3
Brown dragon wyrmling, gnoll cutthroat
4
Bright naga, dracotaur, gnoll priest of Refnara, gnoll
warlock of Yeenoghu, hobgoblin warlock of the legion, 5
giant shocker lizard
Dracotaur archer, dracotaur berserker, gnoll war priest of
Yeenoghu, hobgoblin war chanter
Dracotaur shaman, elder blue guard drake, gnoll nimrod
of Gorellik, gnoll witherlock, juvenile brown dragon,
hobgoblin elite captain, hobgoblin warlord of Nomog-geaya,
lammasu, luposphinx, opinicus

Forest CR Legendary archdruid, legendary blackguard, elder autumn 16
eladrin, elder spring eladrin, elder summer eladrin, elder
Green duwende, shocker lizard hatchling 1/4 winter eladrin 17
1/2 Diwata 18
Dark duwende, gray duwende 1
2 Nagahydra
Buso, gnoll greater witherling, gorbel, hybsil, shocker
lizard, wortling 3 Grassland CR
Bugbear hunter, bugbear witch doctor, gnoll cutthroat,
goblin artificer, kobold dragonsinger, obliviax, tigbanua, 4 Green duwende 1/4
tiktik 1/2
Barrow hag, bugbear warlock, gnoll priest of Refnara, gnoll 5 Dark duwende, gray duwende 1
warlock of Yeenoghu, goblin ganglord, goblin watcher of 2
Maglubiyet, hobgoblin warlock of the legion, kapre, kobold 6 Bariaur, gnoll greater witherling 3
conqueror of Dakarnok, kobold trapmaster of Gaknulak,
manananggal, ogre revenant, orog sergeant, giant shocker 7 Bariaur hunter, bugbear hunter, bugbear witch doctor, gnoll 4
lizard, tikbalang, urd batlord of Kuraulyek, urd warlock of 8 cutthroat, goblin artificer, gray dragon wyrmling
the fiend, wolf-in-sheep's-clothing 9 Bariaur shaman, bugbear warlock, gnoll priest of Refnara, 5
Young autumn eladrin, bugbear blood ghost berserker, 10 gnoll warlock of Yeenoghu, goblin ganglord, goblin watcher
bugbear boss, doom blossom, elder green guard 11 of Maglubiyet, hobgoblin warlock of the legion, ogre 6
drake, gnoll war priest of Yeenoghu, goblin instructor 12 revenant, orog sergeant
of Khurgorbaeyag, goblin peacemaker of Bargrivyek, 13 Bariaur priest of Ehlonna, bugbear blood ghost berserker, 7
hobgoblin war chanter, kobold war leader of Kurtulmak, 15 bugbear boss, gnoll war priest of Yeenoghu, goblin 8
kubot, manticore revenant, orc bloodrager, young spring instructor of Khurgorbaeyag, goblin peacemaker of 9
eladrin, young summer eladrin, young winter eladrin Bargrivyek, hobgoblin war chanter, juvenile gray dragon, 10
Bandit lord, bugbear dark claw of Skiggaret, bugbear manticore revenant, orc bloodrager, thessaltrice 14
dread eye of Grankhul, gnoll nimrod of Gorellik, gnoll Bugbear dark claw of Skiggaret, bugbear dread eye of 16
witherlock, goblin battle lord of Maglubiyet, hangman tree, Grankhul, gnoll nimrod of Gorellik, gnoll witherlock, goblin 17
hobgoblin elite captain, hobgoblin warlord of Nomog-geaya, battle lord of Maglubiyet, hobgoblin elite captain, hobgoblin 20
luposphinx, orc boss, orc fist of Bahgtru, orog hag of Luthic warlord of Nomog-geaya, lammasu, orc boss, orc fist of
Bugbear beastlord, dark naga, gnoll war leader of Bahgtru, orog hag of Luthic 279
Yeenoghu, halimaw, hobgoblin iron shadow assassin, Bugbear beastlord, canisphinx, gnoll war leader of
orog battle priestess of Luthic, monstrous shocker lizard, Yeenoghu, hobgoblin iron shadow assassin, orog battle
tendriculos priestess of Luthic
Bladesinger, bungisngis, iridescent naga, kapre elder, Orog warlord of Luthic, taurusphinx, young gray dragon
noran, orog warlord of Luthic, wood golem
Legendary druid, hobgoblin annihilator, legendary ranger Legendary druid, hobgoblin annihilator, thessalmera

Legendary barbarian, hobgoblin iron shadow master, Hobgoblin iron shadow master, hobgoblin wyrmlord of
hobgoblin wyrmlord of Tiamat, thessalgorgon Tiamat, greater lammasu, thessalgorgon
Treant revenant Young adult gray dragon

Barrow hag, elder, bungisngis shaman, orcwort Adult gray dragon, golden protector

Corpse flower, monstrous Legendary archdruid

Anito, dragonroot tree Old gray dragon

Adult green spectral dragon, maligno Ancient gray dragon

Appendix C. Creatures by Environment

Hill CR Old gray dragon 17
Three-headed adult red dragon 19
Green duwende 1/4 Ancient gray dragon 20
1/2 Three-headed ancient red dragon 26
Dark duwende, gray duwende 1
2 Jungle / Tropical CR
Gnoll greater witherling 3
Shocker lizard hatchling 1/4
Gray dragon wyrmling, goblin artificer, gnoll cutthroat, 4 1/2
kobold dragonsinger Bullywug skirmisher 1
Barrow hag, goblin ganglord, goblin watcher of Maglubiyet, 5 2
dracotaur, gnoll priest of Refnara, gnoll warlock of Bullywug priest, buso, gnoll greater witherling, gorbel, 3
Yeenoghu, hobgoblin warlock of the legion, orog sergeant, 6 shocker lizard, wortling
kobold conqueror of Dakarnok, kobold trapmaster of Bugbear hunter, bugbear witch doctor, bullywug shaman, 4
Gaknulak, urd batlord of Kuraulyek, urd warlock of the 7 gatorfolk, gnoll cutthroat, goblin artificer, kobold
fiend, ogre revenant dragonsinger, obliviax, tigbanua, tiktik 5
Juvenile gray dragon, goblin instructor of Khurgorbaeyag, 8 Bright naga, bugbear warlock, bullywug boss, bullywug
goblin peacemaker of Bargrivyek, korred, young, dracotaur warlock, dracotaur, gatorfolk witch doctor, gnoll priest 6
archer, dracotaur berserker, gnoll war priest of Yeenoghu, 9 of Refnara, gnoll warlock of Yeenoghu, goblin ganglord, 7
hobgoblin war chanter, orc bloodrager, kobold war leader goblin watcher of Maglubiyet, kapre, kobold conqueror of 8
of Kurtulmak, manticore revenant 10 Dakarnok, kobold trapmaster of Gaknulak, manananggal,
Goblin battle lord of Maglubiyet, luposphinx, dracotaur 11 orog sergeant, giant shocker lizard, urd batlord of
shaman, gnoll nimrod of Gorellik, gnoll witherlock, 12 Kuraulyek, urd warlock of the fiend, wolf-in-sheep's-
hobgoblin elite captain, hobgoblin warlord of Nomog-geaya, 14 clothing
orc boss, orc fist of Bahgtru, orog hag of Luthic, bandit lord 16 Bugbear blood ghost berserker, bugbear boss, bullywug
Hill giant skirmisher, elder red guard drake, dracotaur maw of Ramenos, doom blossom, elder black guard drake,
priest of Tiamat, gnoll war leader of Yeenoghu, hobgoblin elder green guard drake, dracotaur archer, dracotaur
iron shadow assassin, orog battle priestess of Luthic berserker, gatorfolk shaman, gnoll war priest of Yeenoghu,
Hill giant siege hulk, hill giant warlock of Ogrémoch, young goblin instructor of Khurgorbaeyag, goblin peacemaker
gray dragon, wyvern revenant, bungisngis, dracotaur war of Bargrivyek, kobold war leader of Kurtulmak, kubot, orc
mage, orog warlord of Luthic bloodrager, thessaltrice
Hill giant boss, hill giant gladiator, stone giant earthsinger, Bugbear dark claw of Skiggaret, bugbear dread eye of
korred druid, thessalmera, hobgoblin annihilator, legendary Grankhul, bullywug swarm leader, dracotaur shaman,
ranger gatorfolk claw of Sess'innek, gnoll nimrod of Gorellik, gnoll
Stone giant warlock of Ogrémoch, korred elder, witherlock, goblin battle lord of Maglubiyet, hangman tree,
thessalgorgon, dracotaur chieftain, hobgoblin iron lammasu, orc boss, orc fist of Bahgtru, orog hag of Luthic,
shadow master, hobgoblin wyrmlord of Tiamat, legendary sarimanok
barbarian Bugbear beastlord, dracotaur priest of Tiamat, dark naga,
Hill giant warlord, young adult gray dragon, dracotaur gatorfolk chieftain, gnoll war leader of Yeenoghu, halimaw,
champion of Tiamat orog battle priestess of Luthic, monstrous shocker lizard,
Barrow hag, elder, bungisngis shaman tendriculos
Bungisngis, dracotaur war mage, iridescent naga, kapre
Dracosphinx, stone giant champion of Ogrémoch, three- elder, noran, orog warlord of Luthic
headed young red dragon Legendary druid, two-headed young black dragon
Adult gray dragon

Legendary blackguard

dracotaur chieftain, eldritch naga, greater lammasu 9 Cloud giant divine trickster, fire giant juggernaut 14
Dracotaur champion of Tiamat, greater sarimanok 10 Fire giant blackguard of Surtur 15
Bungisngis shaman, orcwort 11 Legendary archdruid, shedu enlightened one 16
Monstrous corpse flower, thessalhydra 12 Three-headed adult red dragon 19
Anito, dragonroot tree 13 Ha-naga 23
Golden protector 14 Three-headed ancient red dragon 26
Adult green spectral dragon, maligno, two-headed adult 15
black dragon Outer Planes CR
Legendary archdruid 16
Diwata 17 Bariaur, lantern archon 1
Nagahydra 18 2
Two-headed ancient black dragon 22 Bariaur hunter, eyewing, musteval 3
Ha-naga 23
Bariaur shaman, cervidal, hound archon, illithidragon 4
Mountain CR wyrmling, pegataur
Young autumn eladrin, bariaur priest of Ehlonna, equinal, 5
Bariaur 1 hell hound archon, pegataur skirmisher, young spring
2 eladrin, young summer eladrin, young winter eladrin 6
Bariaur hunter 3 Avoral, hellfire wyrmling, nabassu whelp, opinicus,
4 pegataur captain, sarimanok 7
Bariaur shaman, dracotaur, ogre revenant, orog sergeant, Justice archon, ki-rin foal, lupinal, juvenile illithidragon, 8
pegataur 5 pegataur mage
Aurumvorax, bariaur priest of Ehlonna, dracotaur archer, 6 Injustice archon, mavawhan, pegataur druid, shedu 9
dracotaur berserker, korred, young, manticore revenant, 7
orc bloodrager, pegataur skirmisher 8 Cambion gladiator, juvenile hellfire wyrm, pegataur knight, 10
Dracotaur shaman, orc boss, orc fist of Bahgtru, orog hag 9 ursinal, warden archon 11
of Luthic, pegataur captain 10 Greater lammasu, leonal, owl archon, ravager archon,
Dracotaur priest of Tiamat, elder red guard drake, orog 11 young illithidragon 12
battle priestess of Luthic, pegataur mage Greater opinicus, greater sarimanok 13
Elder aurumvorax, bungisngis, dracotaur war mage, orog 12 14
warlord of Luthic, pegataur druid, shedu, wyvern revenant Clockwork golem, maurezhi lord, greater shedu, sword
Legendary druid, korred druid, pegataur knight, sacred fist, 13 archon, young hellfire wyrm 15
stone giant earthsinger, thessalmera Hellblade archon, trumpet archon, young adult illithidragon 16
Dracotaur chieftain, frost giant mauler, korred elder,
legendary monk, stone giant warlock of Ogrémoch Harbinger archon 17
Dracotaur champion of Tiamat, fire giant artillerist, frost 18
giant revenant, frost giant shaman of auril Clockwork beholder, golden protector, young adult hellfire 19
Giant aurumvorax, bungisngis shaman, fire giant chain wyrm 22
brute, fire giant warlock of Imix, frost giant mammoth Throne archon
rider, frost giant warlock of Kostchtchie, greater shedu
Dracosphinx, fire giant war mage, frost giant wolflord, Legendary archmage, autumn eladrin, elder, legendary
stone giant champion of Ogrémoch, three-headed young blackguard, shedu enlightened one, spring eladrin, elder,
red dragon summer eladrin, elder, tyrant archon, winter eladrin, elder,
Frost giant warlord adult illithidragon
Demonflesh golem

Adult hellfire wyrm

Hierophant of annihilation, mithral golem

Adamantine golem

Appendix C. Creatures by Environment 281

Shadowfell CR Elder barrow hag, orcwort 11
Thessalhydra, monstrous corpse flower 12
Eyewing 2 Dragonroot tree 13
Nabassu whelp, bugbear dark claw of Skiggaret 5 Two-headed adult black dragon 15
Druj claw, mavawhan, warlock of the undead 7 Legendary archdruid 16
Druj eye 8 Nagahydra 18
Wraith shadow priest 9 Two-headed ancient black dragon 22
Druj head, wraith warlock 10
Maurezhi lord, wraith necromancer 11 Underdark CR
Deepspawn, legendary necromancer 12
Legendary warlock of the great old one 13 Shocker lizard hatchling 1/4
Wraith archmage 14 1
Hierophant of annihilation 19 Gorbel, shocker lizard 2
Deepspawn tyrant 20 3
Bugbear hunter, bugbear witch doctor, eyewing, goblin
Swamp CR artificer, obliviax, purple dragon wyrmling, tigbanua 4
Barrow hag, bright naga, bugbear warlock, goblin ganglord,
Shocker lizard hatchling 1/4 goblin watcher of Maglubiyet, hobgoblin warlock of the 5
1/2 legion, illithidragon wyrmling, kuo-toa lash, kuo-toa mad
Bullywug skirmisher 1 one, orog sergeant, giant shocker lizard 6
2 Aurumvorax, bugbear blood ghost berserker, bugbear boss, 7
Bullywug priest, shocker lizard, wortling 3 goblin instructor of Khurgorbaeyag, goblin peacemaker 8
of Bargrivyek, hobgoblin war chanter, korred, young, orc
Bullywug shaman, gatorfolk, kobold dragonsinger, obliviax 4 bloodrager
Bugbear dark claw of Skiggaret, bugbear dread eye of
Barrow hag, bullywug boss, bullywug warlock, gatorfolk 5 Grankhul, goblin battle lord of Maglubiyet, hobgoblin elite
witch doctor, kobold conqueror of Dakarnok, kobold captain, hobgoblin warlord of Nomog-geaya, juvenile purple
trapmaster of Gaknulak, orog sergeant, giant shocker 6 dragon, kuo-toa eye of blipdoolpoolp, ooze paraelemental,
lizard, urd batlord of Kuraulyek, urd warlock of the fiend, 7 orc boss, orc fist of Bahgtru, orog hag of Luthic
wolf-in-sheep's-clothing 8 Bugbear beastlord, dark naga, hobgoblin iron shadow
Bullywug maw of Ramenos, elder black guard drake, assassin, juvenile illithidragon, orog battle priestess of
gatorfolk shaman, doom blossom, kobold war leader of Luthic, monstrous shocker lizard
Kurtulmak, orc bloodrager Elder aurumvorax, drider dark sniper, druj claw, noran,
Bullywug swarm leader, gatorfolk claw of Sess'innek, orog warlord of Luthic, vampire spawn glamour bard,
hangman tree, orc boss, orc fist of Bahgtru, orog hag of vampire spawn monk
Luthic Drider war mage, legendary druid, druj eye, hobgoblin
Gatorfolk chieftain, orog battle priestess of Luthic, annihilator, korred druid, kuo-toa priest-king, legendary
tendriculos, monstrous shocker lizard ranger, stone giant earthsinger, thessalmera, young purple
Noran, orog warlord of Luthic dragon

Legendary druid, two-headed young black dragon

Drider spiderlord, eldritch naga, eldritch naga, hobgoblin 9 Nosferatu alpha, vampire spawn warlock of the fiend 10
iron shadow master, hobgoblin wyrmlord of Tiamat, korred 11
elder, kuo-toa leviathan, stone giant warlock of Ogrémoch, 10 Barrow hag, elder, clockwork golem, legendary gladiator,
vampire spawn commander, wraith shadow priest, young 11 vampire spawn priest of death, young hellfire wyrm 12
illithidragon Legendary assassin, legendary champion, legendary
Druj head, fire giant artillerist, vampire spawn warlock of 12 necromancer 13
the fiend, wraith warlock 13 Templar, grand, legendary warlock of the great old one 14
Giant aurumvorax, elder barrow hag, eye of gulguthra, 14
fire giant chain brute, fire giant warlock of Imix, vampire 15 Clockwork beholder, legendary warlock of the fiend, young 15
spawn priest of death, wraith necromancer, young adult 16 adult hellfire wyrm 16
purple dragon 19 Legendary high priest
Deepspawn, fire giant war mage, stone giant champion of 20 17
Ogrémoch, young adult illithidragon 22 Legendary archmage, legendary blackguard, nosferatu 18
Spiderstone golem master 19
Demonflesh golem
Fire giant juggernaut, wraith archmage
Adult hellfire wyrm
Adult purple dragon, fire giant blackguard of Surtur
Mithral golem
Adult illithidragon, legendary archdruid, legendary
blackguard Volcanic CR
Old purple dragon
Dracotaur 3
Deepspawn tyrant 4
Dracotaur archer, dracotaur berserker 5
Ancient purple dragon
Dracotaur shaman, hellfire wyrmling, magma 6
Urban CR paraelemental, smoke paraelemental 7
Dracotaur priest of Tiamat, elder red guard drake 8
Buso 1 9
2 Dracotaur war mage 10
Kobold dragonsinger, thug captain, tigbanua, tiktik 3 11
Juvenile hellfire wyrm
Barrow hag, kobold conqueror of Dakarnok, kobold 4 12
trapmaster of Gaknulak, manananggal, tikbalang, urd 5 Dracotaur chieftain
batlord of Kuraulyek, urd warlock of the fiend 6 14
Kobold war leader of Kurtulmak, kubot, templar 7 Dracotaur champion of Tiamat, fire giant artillerist
15
Bandit lord, cult leader, hellfire wyrmling 8 Fire giant chain brute, fire giant warlock of Imix, young 18
hellfire wyrm 19
Halimaw, legendary knight, thug gang boss 9 Dracosphinx, fire giant war mage, three-headed young red 26
dragon
Bladesinger, bladesinger, vampire spawn glamour bard, Fire giant juggernaut, young adult hellfire wyrm, legendary
vampire spawn monk, warlock of the undead warlock of the fiend
Legendary bard, cambion gladiator, hill giant gladiator, Fire giant blackguard of Surtur
juvenile hellfire wyrm, legendary priest, sacred fist
Eldritch assassin, eldritch naga, legendary mage, legendary Adult hellfire wyrm
monk, vampire spawn commander
Three-headed adult red dragon

Three-headed ancient red dragon

Appendix C. Creatures by Environment 283

Appendix D: Creatures by Challenge Rating

CR 1/4 Goblin Watcher of 143 CR 5 CR 6

Green Duwende Maglubiyet Avoral 154 Bugbear Beastlord 32
97 Hobgoblin Warlock of the 164
Bandit Lord
Shocker Lizard Hatchling 229 Legion 252 Canisphinx 230
Hound Archon Bugbear Dark Claw of
7 Skiggaret 33 Dark Naga 184
Bugbear Dread Eye of
CR 1/2 Illithidragon Wyrmling 79 Grankhul Dracotaur Priest of Tiamat 56
168 Bullywug Swarm Leader 34 Elder Red Guard Drake
Bullywug Skirmisher Kapre 171 152
38 Kobold Conqueror of Cult Leader
Dark Duwende 96 Dakarnok 172 39 Gatorfolk Chieftain 114
96 Kobold Trapmaster of Dracotaur Shaman 137
Gray Duwende 258 Gnoll War Leader of
Elder Blue Guard Drake Yeenoghu 20
Gaknulak 57 Halimaw 130
Gatorfolk Claw of 162
CR 1 Kuo-toa Lash 178 Sess'innek 151 Hill Giant Skirmisher
Kuo-toa Mad One 180 Gnoll Nimrod of Gorellik 114 Hobgoblin Iron Shadow 7
79
Bariaur 26 Manananggal 22 Gnoll Witherlock 136 Assassin 169
Bullywug Priest 38 Ogre Revenant 219 Justice Archon
Buso 18 Orog Sergeant 198 Goblin Battle Lord of 139 Juvenile Illithidragon
Maglubiyet
Gnoll Witherling, Greater 139 Pegataur 204 Hangman Tree 141 Ki-rin Foal

Gorbel 30 Sahuagin Shaman 223 Hellfire Wyrmling 211 Knight, Legendary 263
Hybsil 166 Shocker Lizard, Giant 229 156
Lantern Archon 240 Hobgoblin Elite Captain 74 Lupinal 197
8 Tikbalang
Hobgoblin Warlord of 161 Orog Battle Priestess of 206
222 Urd Batlord of Kuraulyek 173 Nomog-Geaya Luthic
Malenti Ice Paraelemental 165 Pegataur Mage

Shocker Lizard 228 Urd Warlock of the Fiend 174 Juvenile Brown Dragon
Wortling
215 Wolf-in-Sheep's-Clothing 217 Juvenile Purple Dragon 200 Sahuagin Shark of Sekolah 223

Kuo-toa Eye of 59 Shocker Lizard, Monstrous 229
Blipdoolpoolp
CR 2 CR 4 Lammasu 69 Tendriculos 216

Bariaur Hunter Aurumvorax Luposphinx 178 Thug Gang Boss 271
Brown Dragon Wyrmling
Bugbear Hunter 27 Autumn Eladrin, Young 25 Magma Paraelemental 7181
Bugbear Witch doctor 59 99
Bullywug Shaman 35 Bariaur Priest of Ehlonna 27 Nabassu Whelp 233
Eyewing 35 32 CR
Gatorfolk 38 Bugbear Blood Ghost Ooze Paraelemental
Gnoll Cutthroat 112 Berserker 33 201 Aurumvorax, Elder 25
Goblin Artificer 113 Bugbear Boss 37 Opinicus 52 Bladesinger 256
Gray Dragon Wyrmling 135 208 202 Bungisngis 41
Kobold Dragonsinger 140 Bullywug Maw of Ramenos 54 Orc Boss 193 Dracotaur War Mage 57
Musteval 64 55 196 Drider Dark Sniper 91
Obliviax 171 Doom Blossom 151 Orc Fist of Bahgtru 197 Druj Claw 93
Purple Dragon Wyrmling 157 152 198 Hill Giant Siege Hulk 129
Thug Captain 213 Dracotaur Archer 155 Orog Hag of Luthic Hill Giant Warlock of 131
Tigbanua 69 115 205 Ogrémoch
Tiktik 271 Dracotaur Berserker 138 Pegataur Captain 15
241 225 Injustice Archon
23 Elder Black Guard Drake 142 Sarimanok
203
Elder Green Guard Drake 143 Smoke Paraelemental

CR 3 27 Equinal 13
159 163
Bariaur Shaman 183 Gatorfolk Shaman 64
Barrow Hag 35 173
Bright Naga 36 Gnoll War Priest of
Bugbear Warlock 39 Yeenoghu 176
Bullywug Boss 154 Goblin Instructor of 21
Bullywug Warlock 54 Khurgorbaeyag 219
Cervidal 152 Goblin Peacemaker of 196
Dracotaur 115 Bargrivyek 206
Elder White Guard Drake 136 Hell Hound Archon 101
Gatorfolk Witch Doctor 138 103
Gnoll Priest of Refnara 141 Hobgoblin War Chanter 270
Gnoll Warlock of Yeenoghu 239
Goblin Ganglord Juvenile Gray Dragon 105

Kobold War Leader of
Kurtulmak
Korred, Young

Kubot

Manticore Revenant

Orc Bloodrager

Pegataur Skirmisher

Spring Eladrin, Young

Summer Eladrin, Young

Templar

Thessaltrice

Winter Eladrin, Young

284 Appendix D. Creatures by CR

Iridescent Naga 188 Lammasu, Greater 182 Fire Giant War Mage 120 CR 17

Kapre Elder 168 Leonal 155 Frost Giant Wolflord 126 Demonflesh Golem 146
109
Mavawhan 51 Mage, Legendary 264 Hellblade Archon 15 Diwata 67
Necromancer, Legendary 266 Old Gray Dragon
Noran 212 Monk, Legendary 265 77
62
Orog Warlord of Luthic 199 Owl Archon 8 Stone Giant Champion of 132 190

Pegataur Druid 205 Ravager Archon 16 Ogrémoch

Shedu 226 Stone Giant Warlock of 133 CR 18Thessalhydra 237
85
Taurusphinx 234 Ogrémoch 236 Three-Headed Young Red
242 Adult Hellfire Wyrm
Vampire Spawn Glamour 243 Thessalgorgon Dragon
247
Bard Vampire Spawn 80 Trumpet Archon 11 Old Brown Dragon

Vampire Spawn Monk 244 Commander Young Adult Illithidragon 81 Nagahydra

Warlock of the Undead 274 Wraith Shadow Priest

Wood Golem 150 Young Illithidragon CR 13 CR 19

Wyvern Revenant 220 Anito 107 Hierophant of Annihilation 49
Young Brown Dragon 210 148
60 CR 10 Dragonroot Tree 87 Mithral Golem 72
86
Young Gray Dragon 65 Dracotaur Champion of 55 Favored Young Dragon of 125 Old Purple Dragon
Young White Spectral 94 Tiamat 13
Dragon 90 Tiamat Frost Giant Warlord 149 Three-Headed Adult Red
Druj Head 270 Dragon
CR 8 Harbinger Archon 273
Fire Giant Artillerist 118
Bard, Legendary Spiderstone Golem
Cambion Gladiator Frost Giant Revenant 218
Drider War Mage Templar, Grand
Druid, Legendary 254 Frost Giant Shaman of 124 CR 20
Druj Eye Warlock of the Great Old
Hill Giant Boss 42 Auril 131 One, Legendary Ancient Gray Dragon 67
Hill Giant Gladiator Hill Giant Warlord 47
Hobgoblin Annihilator 92 Nosferatu Alpha Deepspawn Tyrant 88
Ice Golem 191
Favored Adult Dragon of 134
259 Opinicus, Greater 194 CR 14 Tiamat
Storm Giant King
94 Sarimanok, Greater 225 Adult Brown Dragon

128 Treant Revenant 220 Adult Gray Dragon 61
66
129 Vampire Spawn Warlock of 245 Clockwork Beholder 44
161 the Fiend 116
Cloud Giant Divine CR 21
147 Wraith Warlock 248 Trickster 120
Fire Giant Juggernaut 182 Ancient Brown Dragon
Juvenile Hellfire Wyrm 75 Young Adult Brown Dragon 60 192 67
Golden Protector 272
Korred Druid 175 Young Adult Gray Dragon 66
Nosferatu Master 246
Kuo-toa Priest-King 180 76 CR 22
Warlock of the Fiend,
Pegataur Knight 205 CR 11 Legendary Adamantine Golem 144
Wraith Archmage 72
Priest, Legendary 267 Aurumvorax, Giant 25 Ancient Purple Dragon 84
Young Adult Hellfire Wyrm
Ranger, Legendary 268 Barrow Hag, Elder 159 Two-Headed Ancient Black
Dragon
Sacred Fist 269 Bungisngis Shaman 41

Sahuagin Duke 222 Clockwork Golem 145

Stone Giant Earthsinger 133 Eye of Gulguthra 29 CR 15 CR 23

Thessalmera 238 Fire Giant Chain Brute 119 Adult Green Spectral 90 Ha-Naga
Dragon
Threskisphinx 235 Fire Giant Warlock of Imix 121 Adult Purple Dragon 187

Two-Headed Young Black 83 Frost Giant Mammoth 123 Fire Giant Blackguard of 71
Dragon 157 Rider 125 Surtur
Ursinal Frost Giant Warlock of High Priest, Legendary 118 CR 26

Warden Archon 11 Kostchtchie Maligno 262 Three-Headed Ancient Red 86
111 Dragon
Young Purple Dragon 70 Gladiator, Legendary 261 Throne Archon
10
Maurezhi Lord 50 Two-Headed Adult Black
Dragon 84
Orcwort 215

CR 9 Shedu, Greater 227

Barbarian, Legendary 253 Sword Archon 10
Crocosphinx Vampire Spawn Priest of 244
Dracotaur Chieftain 231 Death CR 16
Drider Spiderlord 247
Eldritch Assassin 56 Wraith Necromancer Adult Illithidragon 81

92 Young Adult Purple Dragon 71 Archdruid, Legendary 249
Archmage, Legendary 250
260 Young Hellfire Wyrm 76 Autumn Eladrin, Elder 98
Blackguard, Legendary 255
Eldritch Naga 185 Shedu Enlightened One 227
Spring Eladrin, Elder 100
Frost Giant Mauler 123 CR 12 Summer Eladrin, Elder 102
163 Tyrant Archon 16
Hobgoblin Iron Shadow Winter Eladrin, Elder 104
Master Assassin, Legendary 251
Hobgoblin Wyrmlord of 257
Tiamat 165 Champion, Legendary
Korred Elder
176 Corpse Flower, Monstrous 207
Kuo-toa Leviathan 179 Deepspawn 46
Dracosphinx 232

Appendix D. Creatures by CR 285

Unleash over

320 Terrifying

New Monsters!

Monster Manual Expanded III, as with the two
previous Adamantine Best-Selling books,
aids dungeon masters by providing them
with additional creature options to dress
up their adventures. This 286-page bestiary
contains 320 statblocks and over 140 original,
magnificent pieces of artwork that will inspire
dungeon masters and terrify players!


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