For Every Monster Manual Creature
MONSTER
WEAKNESSES
Credits
Project Lead: Interior Art:
Daniel Kahn
Dean Spencer Art
Writers: DMsGuild Creator Resources
Ari Messenger Fat Goblin Games
Daniel Kahn Kiss
Devlin DM
Eventyr Games Niro Ilustración
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Maddison Nichol Design & Layout:
Michael Rosenthal Daniel Kahn
NevernotDM (Benjamin Ragan)
Purple Bog Press Dragon’s Doom Ltd:
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C. Stacey
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2 | CREDITS
Table of Contents Scorpion.............................................................................. 15
Sea Horse............................................................................ 15
Foreword ������������������������������������������������������� 7 Spider................................................................................... 15
Introduction �������������������������������������������������� 8 Warhorse............................................................................. 15
Weasel.................................................................................. 15
What are Monster Weaknesses? ��������������������������������������8
Dangerous Beasts ��������������������������������������������������������������15
Using Monster Weaknesses ����������������������������������������������8 Allosaurus.......................................................................... 15
Combat Weaknesses......................................................... 8 Ankylosaurus..................................................................... 15
Social Weaknesses............................................................ 8 Ape....................................................................................... 15
Black Bear........................................................................... 15
Discovering Weaknesses ���������������������������������������������������8 Blood Hawk........................................................................ 15
Weaknesses in the Moment............................................ 8 Boar...................................................................................... 15
Optional Feat: Tactician.................................................. 9 Brown Bear......................................................................... 15
Optional Class Feature: Favored Enemy/Foe............. 9 Constrictor Snake............................................................. 15
Researching Weaknesses................................................ 9 Crocodile............................................................................ 15
Dire Wolf ............................................................................ 15
Weakness Design �����������������������������������������������������������������9 Giant Ape............................................................................ 15
Giant Badger....................................................................... 15
Aberrations ������������������������������������������������� 10 Giant Bat............................................................................. 15
Giant Boar........................................................................... 16
Aboleth................................................................................ 10 Giant Centipede................................................................ 16
Beholder.............................................................................. 10 Giant Constrictor Snake.................................................. 16
Chuul................................................................................... 10 Giant Crab........................................................................... 16
Cloaker................................................................................ 10 Giant Crocodile................................................................. 16
Flumph................................................................................ 10 Giant Eagle......................................................................... 16
Gibbering Mouther........................................................... 11 Giant Elk............................................................................. 16
Grell...................................................................................... 11 Giant Frog .......................................................................... 16
Intellect Devourer............................................................. 11 Giant Goat........................................................................... 16
Mind Flayer........................................................................ 11 Giant Hyena....................................................................... 16
Mind Flayer Arcanist....................................................... 11 Giant Lizard....................................................................... 16
Nothic.................................................................................. 12 Giant Octopus.................................................................... 16
Otyugh................................................................................. 12 Giant Owl............................................................................ 17
Slaad, Blue.......................................................................... 12 Giant Poisonous Snake.................................................... 17
Slaad, Death....................................................................... 12 Giant Rat............................................................................. 17
Slaad, Gray.......................................................................... 12 Giant Scorpion................................................................... 17
Slaad, Green....................................................................... 12 Giant Sea Horse................................................................. 17
Slaad, Red........................................................................... 12 Giant Shark......................................................................... 17
Slaad Tadpole..................................................................... 12 Giant Spider....................................................................... 17
Spectator............................................................................. 12 Giant Toad.......................................................................... 17
Giant Vulture..................................................................... 17
Beasts ���������������������������������������������������������� 13 Giant Wasp......................................................................... 17
Giant Weasel...................................................................... 17
Familiar Beasts ������������������������������������������������������������������13 Giant Wolf Spider.............................................................. 17
Axe Beak ............................................................................ 13 Hunter Shark...................................................................... 17
Baboon................................................................................. 13 Hyena................................................................................... 17
Badger.................................................................................. 13 Killer Whale....................................................................... 17
Bat ........................................................................................ 13 Lion...................................................................................... 17
Camel................................................................................... 13 Mammoth........................................................................... 17
Cat......................................................................................... 13 Panther................................................................................ 17
Crab...................................................................................... 13 Plesiosaurus....................................................................... 17
Deer...................................................................................... 13 Polar Bear .......................................................................... 17
Draft Horse......................................................................... 13 Pteranodon......................................................................... 18
Eagle..................................................................................... 13 Reef Shark.......................................................................... 18
Elephant.............................................................................. 13 Rhinoceros......................................................................... 18
Elk......................................................................................... 14 Saber-Toothed Tiger......................................................... 18
Flying Snake...................................................................... 14 Stirge.................................................................................... 18
Frog...................................................................................... 14 Swarm of Bats.................................................................... 18
Giant Fire Beetle............................................................... 14 Swarm of Insects............................................................... 18
Goat...................................................................................... 14 Swarm of Poisonous Snakes........................................... 18
Hawk.................................................................................... 14 Swarm of Quippers.......................................................... 18
Jackal.................................................................................... 14 Swarm of Rats.................................................................... 18
Lizard................................................................................... 14 Swarm of Ravens.............................................................. 18
Mastiff................................................................................. 14 Tiger..................................................................................... 18
Mule..................................................................................... 14 Triceratops.......................................................................... 18
Octopus............................................................................... 14 Tyrannosaurus Rex.......................................................... 18
Owl....................................................................................... 14 Vulture................................................................................. 18
Poisonous Snake............................................................... 14 Wolf...................................................................................... 18
Pony...................................................................................... 14
Quipper............................................................................... 14 TABLE OF CONTENTS | 3
Rat......................................................................................... 14
Raven................................................................................... 14
Riding Horse...................................................................... 14
Celestials ����������������������������������������������������� 19 Fey ���������������������������������������������������������������� 29
Couatl .................................................................................. 19 Blink Dog............................................................................ 29
Deva .................................................................................... 19 Dryad................................................................................... 29
Empyrean .......................................................................... 19 Green Hag........................................................................... 29
Planetar .............................................................................. 19 Pixie..................................................................................... 29
Solar .................................................................................... 19 Satyr..................................................................................... 30
Pegasus................................................................................ 19 Sea Hag................................................................................ 30
Unicorn .............................................................................. 20 Sprite.................................................................................... 30
Constructs ��������������������������������������������������� 21 Fiends ���������������������������������������������������������� 31
Animated Armor............................................................... 21 Cambion.............................................................................. 31
Flying Sword...................................................................... 21 Night Hag............................................................................ 31
Golem, Clay........................................................................ 21 Gnoll Fang of Yeenoghu.................................................. 31
Golem, Flesh....................................................................... 21 Hell Hound......................................................................... 31
Golem, Iron......................................................................... 21 Nightmare........................................................................... 31
Golem, Stone...................................................................... 21 Rakshasa............................................................................. 32
Helmed Horror.................................................................. 22
Homunculus....................................................................... 22 Devils �����������������������������������������������������������������������������������32
Rug of Smothering............................................................ 22 Barbed Devil...................................................................... 32
Scarecrow........................................................................... 22 Bearded Devil.................................................................... 32
Shield Guardian................................................................ 22 Bone Devil.......................................................................... 32
Horned Devil...................................................................... 32
Modrons ������������������������������������������������������������������������������22 Chain Devil........................................................................ 32
Monodrone......................................................................... 22 Erinyes................................................................................. 32
Duodrone............................................................................ 22 Ice Devil.............................................................................. 32
Tridrone.............................................................................. 22 Imp....................................................................................... 32
Quadrone............................................................................ 22 Lemure................................................................................ 33
Pentadrone......................................................................... 22 Pit Fiend.............................................................................. 33
Spined Devils..................................................................... 33
Dragons ������������������������������������������������������� 23 Succubus/Incubus............................................................ 33
Dragon Turtle .................................................................... 23 Demons ��������������������������������������������������������������������������������33
Shadow Dragon................................................................. 23 Balor..................................................................................... 33
Barlgura............................................................................... 33
Chromatic Dragons �����������������������������������������������������������23 Chasme................................................................................ 34
Black Dragon ..................................................................... 23 Dretch.................................................................................. 34
Blue Dragon ....................................................................... 23 Glabrezu.............................................................................. 34
Green Dragon .................................................................... 23 Goristro............................................................................... 34
Red Dragon ........................................................................ 23 Hezrou................................................................................. 34
White Dragon .................................................................... 25 Marilith............................................................................... 34
Manes.................................................................................. 34
Metallic Dragons ���������������������������������������������������������������25 Nalfeshnee.......................................................................... 34
Brass Dragon ..................................................................... 25 Shadow Demon.................................................................. 34
Bronze Dragon .................................................................. 25 Quasit................................................................................... 34
Copper Dragon .................................................................. 25 Vrock.................................................................................... 35
Gold Dragon ...................................................................... 25 Yochlol................................................................................. 35
Silver Dragon .................................................................... 25
Yugoloths �����������������������������������������������������������������������������35
Elementals ��������������������������������������������������� 26 Arcanaloth.......................................................................... 35
Mezzoloth........................................................................... 35
Azer...................................................................................... 26 Nycaloth.............................................................................. 35
Dao........................................................................................ 26 Ultroloth.............................................................................. 35
Djinni................................................................................... 26
Efreeti.................................................................................. 26 Giants ���������������������������������������������������������� 36
Elemental, Air.................................................................... 26
Elemental, Earth............................................................... 26 Cyclops................................................................................ 36
Elemental, Fire.................................................................. 26 Ettin...................................................................................... 36
Elemental, Water............................................................... 26 Fomorian............................................................................. 36
Fire Snake........................................................................... 27 Half-Ogre............................................................................ 36
Galeb Duhr......................................................................... 27 Giant, Fire........................................................................... 36
Gargoyle.............................................................................. 27 Giant, Cloud....................................................................... 38
Invisible Stalker................................................................ 27 Giant, Frost......................................................................... 38
Magmin............................................................................... 27 Giant, Hill........................................................................... 38
Marid................................................................................... 27 Giant, Stone........................................................................ 38
Mephit, Dust....................................................................... 27 Giant, Storm....................................................................... 38
Mephit, Ice.......................................................................... 27 Ogre...................................................................................... 38
Mephit, Magma................................................................. 27 Oni........................................................................................ 38
Mephit, Mud....................................................................... 27 Troll...................................................................................... 38
Mephit, Smoke................................................................... 27
Mephit, Steam.................................................................... 28 Humanoids �������������������������������������������������� 39
Salamander........................................................................ 28
Water Weird....................................................................... 28 Aarakocra........................................................................... 39
Xorn...................................................................................... 28 Bugbear............................................................................... 39
Bugbear Chief.................................................................... 39
4 | TABLE OF CONTENTS Bullywug............................................................................. 39
Drow..................................................................................... 39 Behir..................................................................................... 47
Drow Elite Warrior........................................................... 40 Bulette................................................................................. 47
Drow Mage......................................................................... 40 Carrion Crawler................................................................ 47
Drow Priestess of Lolth................................................... 40 Centaur................................................................................ 47
Duergar................................................................................ 40 Chimera............................................................................... 48
Githyanki Knight.............................................................. 40 Cockatrice........................................................................... 48
Githyanki Warrior............................................................ 40 Darkmantle........................................................................ 48
Githzerai Monk................................................................. 40 Death Dog........................................................................... 48
Githzerai Zerth.................................................................. 40 Displacer Beast.................................................................. 48
Gnoll..................................................................................... 41 Doppelganger..................................................................... 48
Gnoll Pack Lord................................................................. 41 Drider................................................................................... 48
Goblin.................................................................................. 41 Ettercap............................................................................... 48
Goblin Boss......................................................................... 41 Gorgon................................................................................. 48
Grimlock............................................................................. 41 Grick and Grick Alpha.................................................... 48
Half-Red Dragon................................................................ 41 Griffon................................................................................. 48
Hobgoblin........................................................................... 41 Gynosphinx........................................................................ 48
Hobgoblin Captain............................................................ 41 Harpy................................................................................... 48
Hobgoblin Warlord........................................................... 42 Hippogriff........................................................................... 48
Jackalwere.......................................................................... 42 Hook Horror....................................................................... 48
Kenku.................................................................................. 42 Hydra................................................................................... 48
Kobold and Winged Kobold............................................ 42 Kraken................................................................................. 49
Kuo-toa and Kuo-toa Whip............................................. 42 Lamia................................................................................... 49
Kuo-toa Archpriest........................................................... 42 Manticore............................................................................ 49
Lizardfolk and Lizard King/Queen.............................. 42 Medusa................................................................................ 49
Lizardfolk Shaman........................................................... 42 Merrow................................................................................ 49
Merfolk................................................................................ 43 Mimic................................................................................... 49
Orc........................................................................................ 43 Minotaur............................................................................. 49
Orc Eye of Gruumsh......................................................... 43 Naga, Guardian................................................................. 49
Orc War Chief.................................................................... 43 Naga, Spirit......................................................................... 49
Orog...................................................................................... 43 Owlbear............................................................................... 50
Quaggoth and Quaggoth Thonot................................... 44 Peryton................................................................................ 50
Sahuagin, Sahuagin Priestess/Baron........................... 44 Phase Spider....................................................................... 50
Svirfneblin......................................................................... 44 Piercer.................................................................................. 50
Thri-Kreen.......................................................................... 44 Purple Worm...................................................................... 50
Troglodyte........................................................................... 44 Remorhaz and Young Remorhaz................................... 50
Werebear............................................................................. 44 Roc........................................................................................ 50
Wereboar............................................................................. 44 Roper.................................................................................... 50
Wererat................................................................................ 44 Rust Monster...................................................................... 50
Weretiger............................................................................. 44 Tarrasque............................................................................ 50
Werewolf............................................................................. 45 Umber Hulk........................................................................ 50
Yuan-ti................................................................................. 45 Winter Wolf........................................................................ 50
Worg..................................................................................... 50
Non-Player Characters �����������������������������������������������������45 Yeti ...................................................................................... 50
Yeti, Abominable............................................................... 50
Acolyte ................................................................................ 45 Yuan-ti Malison and Abomination............................... 50
Archmage .......................................................................... 45
Assassin ............................................................................. 45 Oozes ����������������������������������������������������������� 51
Bandit.................................................................................. 45
Bandit Captain .................................................................. 45 Black Pudding.................................................................... 51
Berserker ............................................................................ 45 Gelatinous Cube................................................................ 51
Commoner.......................................................................... 45 Gray Ooze........................................................................... 51
Cultist ................................................................................. 45 Ochre Jelly.......................................................................... 51
Cult Fanatic ....................................................................... 45
Druid ................................................................................... 46 Plants ����������������������������������������������������������� 52
Gladiator ............................................................................ 46
Guard................................................................................... 46 Awakened Shrub .............................................................. 52
Knight ................................................................................. 46 Awakened Tree.................................................................. 52
Mage .................................................................................... 46 Gas Spore............................................................................ 52
Noble ................................................................................... 46 Myconid Adult................................................................... 52
Priest ................................................................................... 46 Myconid Sovereign........................................................... 52
Scout ................................................................................... 46 Myconid Sprout ................................................................ 52
Spy........................................................................................ 46 Quaggoth Spore Servant................................................. 52
Thug .................................................................................... 46 Shambling Mound............................................................ 53
Tribal Warrior ................................................................... 46 Shrieker .............................................................................. 53
Veteran................................................................................ 46 Treant................................................................................... 53
Violet Fungus..................................................................... 53
Monstrosities ���������������������������������������������� 47
Blights ����������������������������������������������������������������������������������53
Androsphinx...................................................................... 47
Ankheg................................................................................ 47 Blight, Needle.................................................................... 53
Basilisk................................................................................ 47 Blight, Twig........................................................................ 53
Blight, Vine......................................................................... 53
TABLE OF CONTENTS | 5
Undead ��������������������������������������������������������� 54 Mummy and Mummy Lord............................................ 57
Revenant............................................................................. 57
Banshee............................................................................... 54 Shadow................................................................................ 57
Bone Naga........................................................................... 54 Skeleton............................................................................... 57
Crawling Claw................................................................... 54 Skeleton, Minotaur........................................................... 57
Death Knight...................................................................... 54 Skeleton, Warhorse........................................................... 57
Death Tyrant...................................................................... 56 Specter................................................................................. 57
Demilich.............................................................................. 56 Specter (Poltergeist Variant)........................................... 57
Demilich (Acererak Variant):......................................... 56 Vampire and Vampire Spawn........................................ 58
Dracolich............................................................................. 56 Wight.................................................................................... 58
Flameskull.......................................................................... 56 Will-o’-Wisp........................................................................ 58
Ghast.................................................................................... 56 Wraith.................................................................................. 58
Ghost.................................................................................... 56 Zombie................................................................................. 58
Ghoul................................................................................... 56 Zombie, Beholder.............................................................. 58
Lich....................................................................................... 57 Zombie, Ogre..................................................................... 58
6 | TABLE OF CONTENTS
Foreword North ran on hard. Reaching the center of the bridge,
the tabaxi hunched low, deftly setting the explosives
The perilous gorge stretched for miles in either along the stone path. Heart racing but hands steady,
direction, with nothing but a stone bridge North set the charges and once again took off running. As
connecting the two cliffs. The four adventurers he neared the cliffside, a shout rang out across the gorge,
surveyed the scene from behind cover before North and North looked toward his companions, watching Erjor
slipped off to reconnoiter. As his lithe form disappeared, send a flurry of magical darts whizzing overhead; looking
Philipa sighed, wiping sweat from her brow. “We don’t up, the rogue squinted against the blinding sun as the
stand a chance of making it across without being seen.” dragon—nearly invisible in the bright light—descended,
snatching him up in its claws.
“But the baddies on the other side need stoppin’, boss,”
said Barabash, picking a bug out of his tusks with the fine Philipa and Erjor watched on in horror, readying their
point of a javelin. next spells, but Barabash was already moving. With the
precision of a seasoned fighter, the barbarian dashed
“Let’s just wait until North returns.” across the bridge, leaping off the side just in time to catch
Erjor hummed to himself, delicate hands tinkering the dragon in midair. With one powerful arm, Barabash
with his alchemical supplies. “This batch is better than hoisted himself onto the dragon’s scaled neck, holding on
yesterday’s, but no promises,” he said with a shrug, for dear life. Still unsteady but moving fast, the half-orc
standing up. He handed a vial full of orange liquid to his took his javelin and speared it straight into the dragon’s
half-orc companion. “I’ve got something special for you, head.
big guy.”
“Ooooooh. This make Barabash smash?” he asked his To his utter shock, the javelin snapped, breaking
elven friend, his deep-set eyes glinting with excitement. against the monster’s hard skull.
Erjor only grinned, genuinely hoping the answer was
actually yes. Unaffected, the dragon took in another deep breath,
Like a ghost, the catlike form of North reappeared and Erjor was struck with an idea. “Barabash!” the elf
behind the rocky outcropping, rejoining the group. “We shouted, “Choke it!” And as Barabash shimmied down
have problems, big time. They have a green dragon. its neck, Erjor shot a magical web, attempting to cut off
Young by the looks of it. And mean as hell.” the breath weapon before it was expelled. But try as they
“Merde,” cursed Philipa. Taking a deep breath, she might, neither could stop the onslaught, and the noxious
squared her shoulders. “Well, let’s get this show on the gas blew effortlessly from the beast’s maw. Erjor and
road. Erjor, you’ve got the charges?” Erjor nodded, his Philipa, still on foot, doubled over, gasping for breath.
eyes echoing the wildness in his grin. Philipa continued,
“North will set them while the rest of us give him cover. “The potion!” cried a weak voice from below, and
Bash, keep the dragon occupied; Erjor and I will keep Barabash looked down to see North gesturing toward his
you alive. Get in, blow the bridge, and then run like hell.” belt. “From Erjor!” The half-orc frantically nodded, and
The companions nodded in agreement. “On the count freeing one hand, uncorked the vial with his teeth and
of three, then. Un, deux—” Missing the beat, Barabash gulped the orange liquid down. His arms and legs began
charged off, screaming a mighty “THREE!” The rest of the to swell, and within seconds, his whole body grew to
party sighed audibly and quickly followed. twice its normal size.
In mere moments, the massive green dragon took
flight, venom building in its chest. A cloud of noxious gas He dropped the vial and squeezed again, his now-
spewed toward North, who had taken the lead, but when massive limbs reaching around the young dragon’s neck.
it dispersed, the rogue was already another hundred feet The beast thrashed, beating its massive wings, attempting
down the bridge. to shake the barbarian loose. It released North from its
“Over here you big ugly lizard!” shouted Barabash as he grip, and Philipa let out a cry, but Erjor was ready and
hucked a javelin at the dragon’s underbelly. The creature with a swift spell, cushioned his fall. Wasting hardly
took the bait, swooping around to face its reckless foe a moment, North was on his feet once more, loosing a
and sucking in a gulp of air to unleash a second round of crossbow bolt into the underside of the dragon’s head, as
venom. The green blast hit Barabash and Erjor even as it reared from the unrelenting chokehold.
they dove to avoid it, and the pair began to retch in the
sharp, poisonous fumes. Seeing its breath weapon had Around and around the dragon flapped helplessly as
been effective, the dragon returned its attention to the Barabash held on tight. Firebolts and crossbow shots
tabaxi sprinting toward the center of the bridge. peppered the beast until it could barely fly. “Barabash,
But before it could attempt another attack, Philipa jump!” called Erjor, readying another levitation spell.
reached out, drawing her holy symbol to her chest with Barabash leapt off the dragon as Philipa unleashed her
one hand and extending the other toward the glaring final fireball at the monster.
sun. She summoned a bead of magical fire that grew and
grew, suddenly bursting forth as a raging ball of flame. The boom echoed across the gorge as Philipa dealt the
The spell blasted the dragon with a thunderous boom, killing blow. The burning mass of the dragon crashed
knocking it away from the bridge as it reeled from the into the center of the structure, detonating the explosives,
blow. and destroying both beast and bridge in a marvelous
Nearly out of breath, Philipa raced up to her two sickly display of fire.
companions and laid a healing hand on each. “Thanks,
boss,” coughed Barabash, picking himself up. Erjor “Well…that was a treat!”
downed a vial of red liquid when he came to, and the
green pallor faded from his face.
FOREWORD | 7
Introduction what’s presented in the Monster Manual. You can omit
any weaknesses that don’t work for your table, or use
What are Monster Weaknesses? the ones in here to inspire new ones!
• Trivializing Combat. None of the weaknesses
You have probably seen monster weaknesses in movies presented in this book are intended to trivialize a
and video games. Sometimes the weaknesses are combat encounter, but every party is different. The
straightforward and obvious. For example, in The Lord of party with a cleric and a paladin is going to have easier
the Rings: The Two Towers, just before the battle of Helm’s access to holy water and radiant damage to fight back
Deep, the elven archer Legolas tells his comrades that shadow monsters and the party with a barbarian and a
the Uruk-hais’ armor is weak at the neck and under the fighter is going to have an easier time holding closed a
arms. Weaknesses can also be discovered in the course giant crocodile’s jaws. If combat becomes too easy, you
of combat, such as when Erjor and Barabash realize that can always increase the hit points of monsters or tweak
choking a green dragon can keep it from using its breath the weaknesses to suit your needs.
weapon. Other times, the weakness must be found by
other means. For example, in Critical Role: The Legend of Social Weaknesses
Vox Machina, Vax’ildan comes upon a cryptic hint in a
book from Gilmore as to how to defeat the dragon scourge Social weaknesses are meant to make roleplay more
by [*no spoilers*]. Either way, monster weaknesses are interesting and rewarding or potentially provide
something that characters can discover and exploit to hooks to involve the player characters to interact more
help defeat or influence other creatures. thoughtfully with NPCs. These weaknesses can provide
advantage on Charisma checks, help avoid combat, or
Fifth edition D&D has some weaknesses built into help characters extract information from NPCs. Social
creature stat blocks that require player characters to weaknesses require a bit of finesse from the DM. Here are
think more strategically about combat. Ankhegs have a few things to consider when adding a social weakness.
reduced AC while prone. It’s not always tactically
sound to focus on knocking an enemy prone, but if • It’s Not Mind Control. No matter how many bonuses a
their underside is weak, it could be! Normally a pool of character has to Charisma, NPCs still have their own
water on a map has little consequence, but if fighting a free will and goals. If the characters have advantage on
fire elemental, this same pool can turn the tide (so to a Charisma (Persuasion) check, but ask something of
speak). Skeletons are vulnerable to bludgeoning damage. a creature that it would never do in its right mind, you
Fighters are proficient in all manner of weapons, but how may not even want to ask for a roll. Even if you knew
often do they switch between their greatsword and their a billionaire’s favorite type of tea and were extremely
flail? Each of these weaknesses provides an interesting persuasive, she would never give you all her coin, no
change to the course of a fight because players must be matter how charming you were.
strategic to allow their characters to exploit them.
• Your World, Your Rules. Not every weakness will
Using Monster Weaknesses work all the time, and different creatures (particularly
Humanoids) have different cultures at every table. Use
This book provides combat weaknesses for every monster these social weaknesses as often as you like, but feel
in the Monster Manual and social weaknesses for every free to omit or change anything that doesn’t adhere to
monster that speaks a language available to player your world.
characters. The inspiration for these weaknesses comes
from a creature’s anatomy, description in the Monster • Fool Me Once. Many social weaknesses may not work
Manual, or from well-known legends. Each weakness if used repeatedly or carelessly. If the party invokes the
presented in this book is meant to be a trait that can be name of a noble house to gain advantage on a Charisma
appended to a creature’s stat block. (Deception) check to get past a guard and the noble
finds out about it, he may alert the guard force about
Combat Weaknesses suspicious activity and the guards will no longer fall
prey to this tactic.
Combat weaknesses are meant to make battles more
dynamic, strategic, and immersive. Combat weaknesses Discovering Weaknesses
may remove traits from monsters, cause their attacks
to have disadvantage, or make them more susceptible Monster weaknesses can be discovered in a variety of
to certain conditions. These weaknesses can be just as ways, both during a combat encounter or long before
exciting for a trivial encounter with some owlbears in the combat takes place. How you enable finding these
the woods, or as an epic campaign-ending battle against weaknesses is up to you!
a tarrasque. However, there are a few things to consider
when adding a weakness. Weaknesses in the Moment
• Keep Things Moving. Ask yourself if you can keep Discovering weaknesses in the moment can arise in a
track of additional weaknesses while running a number of ways. The most common ways are either via
complex, multi-monster combat. If you can, go wild! experimentation or experience.
If not, consider which monsters would be the most
interesting to have weaknesses for. Maybe for a Experimentation. During the normal course of
raging band of demons, the goristro commander has a combat, a character may do something or try something
weakness, but the hezrou grunts that it commands are that triggers or exploits a monster’s weakness. When
run as normal. this happens, let them know that something unusual
has occurred and what they believe caused it. Once a
• Your World, Your Rules. Not all of these weaknesses weakness is discovered it is assumed that all characters
will make sense in your D&D world. Perhaps the who witnessed it are now aware of it. For example, the
biology or culture of certain creatures is different from party is wandering through a dark dungeon and a cloaker
attaches itself to the rogue’s head. If the cleric suddenly
8 | INTRODUCTION casts a light spell so that everyone can see what’s going
on, the cloaker’s photophobia weakness triggers, and all
characters who can see the cloaker would observe its Researching Weaknesses
response.
Characters can research weaknesses by talking to
Some weaknesses require a character to use their knowledgeable NPCs (such as the ones provided later in
reaction to respond to a creature’s action (such as a this book), reading books and tomes, using divination
crocodile’s “one-way jaws” weakness on p. 15). If a spells, or from their own prior experience. When gaining
character is in a situation where they could feasibly use information from NPCs, keep in mind that knowledge
their reaction to exploit a creature’s weakness and are is valuable and many NPCs will require payment in
proficient in a relevant skill, you can allow them to make information, treasure, or quests in exchange for what
a free action skill check (as determined by the Weakness they know. Player characters can make Intelligence
Discovery Table) where the DC is equal to 10 + the CR of (Investigation) checks when researching a weakness
the creature in order to try to discover the weakness. in books and tomes, where the DC is equal to 10 + the
creature’s CR.
Experience. Many weaknesses are based on creatures’
anatomy or biology and may simply be apparent to skilled Weakness Design
heroes. You can call for a skill check (as determined by
the Weakness Discovery Table) where the DC is equal This book provides over 500 weaknesses for the hundreds
to 10 + the CR of the creature by a character proficient of creatures in the Monster Manual, but you may find that
in the relevant skill. For example, a druid character you want to add additional weaknesses to your homebrew
proficient in Nature who rolls a 16 on an Intelligence monsters. If you feel inspired to design your own
(Nature) check may recall their grandfather telling them weaknesses, consider implementing the criteria used for
that when attacked by an owlbear (CR 3), it’s best to the weaknesses in this book:
feign death until it leaves. When recalling weaknesses
this way, characters can only recall the weaknesses of • The weakness cannot be the default thing adventurers
monsters with a CR equal to or below their level. are expected to do in combat.
Weakness Discovery Table • The weakness cannot be easily abused, to avoid
trivializing an encounter.
Type of Check Type of Creature
Intelligence (History Giants, Humanoids • The weakness must be simple for the DM to implement.
or Investigation) • The weakness must adhere to the flavor, anatomy, and
Intelligence (Arcana) Aberrations, Constructs, Dragons,
Elementals, Fey, Oozes Monster Manual lore of the monster.
Intelligence (Nature) Beasts, Dragons, Elementals, Fey, • The weakness makes combat with the monster more
Monstrosities, Oozes, Plants
Intelligence (Religion) Celestials, Fiends, Undead interesting.
• The weakness is discoverable.
Note. You can change the skills associated with
the types of monsters at your discretion and to fit the Other considerations that may help develop interesting
situation. weaknesses:
Optional Feat: Tactician • Is the method for discovering the weakness interesting?
• Does exploiting the weakness come with some risk-
You can use your analytical skills to find tactical
weaknesses in an enemy you can see up close. reward or preparation?
• If the monster already has weaknesses, can they be
• Increase your Intelligence score by 1, to a maximum of
20. tweaked to add interest?
• Does the weakness warrant some sort of offsetting buff
• As a bonus action, you can make an Intelligence check
(using a skill based on the Weakness Discovery Table) for balance?
targeted at a creature within 10 feet of you. The DC is • How does the monster react to or how is it susceptible to
equal to 10 + the CR of the creature. If you succeed,
you are able to learn the condition immunities, damage types?
damage resistances, damage immunities, damage • How does the monster react to or how is it susceptible
vulnerabilities, or weaknesses of a creature (your
choice). If the creature is legendary, the Intelligence to conditions?
check is made with disadvantage. You can use this • How does the monster react to or how is it susceptible to
feature a number of times up to your proficiency bonus
before you take a long rest and you cannot attempt to forms of forced movement?
use it on the same creature more than once per day. • Are there any underutilized items of adventuring gear
Optional Class Feature: Favored Enemy/Foe that the monster may respond to?
In addition to the benefits described in the Player’s Just remember, adding weaknesses to monsters is
Handbook (and those of the Favored Foe feature designed to increase the fun at your table. You can always
described in Tasha’s Cauldron of Everything), rangers adjust things in the moment or omit something that just
have advantage on all skill checks to determine the isn’t working. Now let’s dive into this encyclopedia of
weaknesses of creatures that are the type of their monster weaknesses.
favored enemy/foe and can determine the weaknesses of
creatures with a CR of their level + 1.
INTRODUCTION | 9
Aberrations Chuul
I’ve seen them all, hunted through the depths of the • Cracked Shell. If a chuul receives 10 points or more
damage from a single weapon attack that deals
Underdark, the deepest of seas, and the strangest of bludgeoning damage, the attacking character can forgo
dealing damage and instead inflict a permanent and
dungeons. And if you’re here, then you need my help. Call me cumulative −1 penalty to the chuul’s AC (maximum −6).
Ulrad Krug, wandering scholar of the Far Realms, seeker of Cloaker
aberrations. The things that lurk in the dark, seething in fetid • Photophobia. If a cloaker is attached to a creature
who began their turn in darkness and moves into or
water, gazing from a million eyes are my enemy… our enemy. is exposed to bright light, the cloaker must make a DC
12 Constitution saving throw. On a failed save, the
These creatures are not to be underestimated, nor can we ever cloaker detaches itself and uses its reaction to move
up to its speed away from the source of the light. On a
comprehend what their true schemes are. But fear not, these successful save, the cloaker is immune to this effect for
24 hours.
horrors from the beyond can be beaten. Now, for the sake
• Light Reveals All. When exposed to bright light, the
of your sanity, read on, but watch your back. The walls have cloaker’s black eyespots instinctively close. Characters
within 10 feet of the cloaker can make a DC 13 Wisdom
eyes… so many eyes. (Perception) check to detect its False Appearance as the
“cloak” it mimics loses its “buttons” in the light.
Ulrad Krug (he/him, Chaotic Good) is a githzerai
scholar who has studied every aberration, looking for Flumph
weaknesses to exploit their long-reaching plans. He rarely
ventures into civilization, believing that his knowledge • Emotional Connection. Drawn to strong emotions,
of aberrations makes him a target. Deeply paranoid, he psionics, and other creatures’ inner nature, flumphs
lives in an abandoned monastery, blanketed in wards are highly reactive to these inner dispositions and
and runes, and spends his time reading and writing. their own behavior often involuntarily reflects that of
His closeness to aberrant minds and powerful psionics creatures they are near. If a creature within 60 feet of
has made him rather eccentric, but he is willing to go to a flumph becomes frightened or charmed, the flumph
extreme ends to foil the plans of otherworldly entities. must also make a successful DC 12 Wisdom saving
throw to avoid being affected itself. The flumph may
Aboleth repeat the saving throw and the end of its turns.
• Nullified Mucus. If an aboleth takes 30 or more • Emotive Physiology. A flumph usually changes color
lightning damage in a turn, the lightning destroys the to reflect its current emotional state and has difficulty
disease-spreading powers of its Mucous Cloud trait and hiding how it is truly feeling. A flumph trying to mask
its Tentacle attack. The aboleth must take an action to its true feelings from a prying conversationalist can
restore its disease-spreading abilities. make a DC 12 Charisma saving throw. On a failed save,
the flumph makes Charisma (Deception) checks with
• Harsh Reminders. A creature can make a Charisma disadvantage and creatures who can see the flumph
(Deception) check to cause the aboleth to doubt its learn whether it is afraid (purple), angry (red), happy
flawless memory. The aboleth must make a Wisdom (yellow), or sad (blue) about the topics or locations
saving throw opposed by the character’s Charisma being discussed for the next 10 minutes.
(Deception) check. On a failed save, the aboleth
becomes distracted and all charmed creatures within
120 feet of it affected by its Enslave action may
immediately make a Wisdom saving throw to end the
effect. On a successful save, the aboleth is immune to
this effect for 24 hours.
Beholder
• Eye for an Eye. When a creature holding a reflective
surface succeeds on a saving throw against one of the
beholder’s eye rays, it can immediately use its reaction
to redirect the eye ray, causing another creature within
60 feet to become the target instead. If a beholder is hit
with a reflected eye ray, it does not take the effects of
the eye ray; instead, the number of legendary actions
it can take is reduced by 1 for 1d4 rounds. Any non-
magical reflective surface used in this way is destroyed.
A magical reflective surface clouds over and any
magical effect it creates is suppressed for the next 24
hours.
• Groveling Blindsight. If a creature grovels, speaking
highly of the beholder’s achievements and power, and
succeeds on a DC 18 Charisma (Persuasion) check, the
beholder has disadvantage on Wisdom (Insight) checks
to determine if any creature is lying for the next hour.
10 | ABERRATIONS
Gibbering Mouther Mind Flayer
• Illusory Prey. The gibbering mouther has disadvantage • Psionic Overload. If the mind flayer takes 25 or
on Intelligence (Investigation) checks to determine more psychic damage in a turn, its psionic ability is
if illusions are real if the illusion takes the form of temporarily overloaded and it loses control of all of its
potential prey. thralls, who can then act independently until the end
of its next turn.
Grell
• Unnerving Speech. Unaccustomed to using its mouth
• Fear the Great Eater. The grell has disadvantage on to speak, a mind flayer connected to the hive mind
any attack made against a creature larger than itself. and forced to speak without its telepathy is deeply
In addition, if the grell is within 30 feet of a larger unnerved by the feeling of words vibrating from their
creature, it must make a DC 12 Wisdom saving throw. mouths. If forced to speak without their telepathy, a
On a failed save, the grell is frightened of the creature. mind flayer has disadvantage on Charisma (Deception)
It may repeat the saving throw at the end of its turns. checks.
On a successful save, the grell is immune to this effect
for 24 hours. Mind Flayer Arcanist
Intellect Devourer • Psionic Overload. If the mind flayer takes 25 or
more psychic damage in a turn its psionic ability is
• Psychic Break. Any psychic damage an intellect temporarily overloaded. The mind flayer loses control
devourer takes while inhabiting a body damages the of all of its thralls, who can then act independently
intellect devourer instead of its host. In addition, if until the end of its next turn.
the intellect devourer is outside of a body and takes
psychic damage, it must make a DC 12 Intelligence • You’re All Alone. Mind flayer arcanists won’t rejoin
saving throw. On a failed save, the intellect devourer an elder brain’s collective consciousness and thus live
cannot use its Devour Intellect or Body Thief actions with a strong fear of death. If the mind flayer cannot
until the end of its next turn. cast its plane shift spell, all Charisma and Strength
(Intimidation) checks to influence it have advantage
• Blind Spots. The intellect devourer relies on its ability and the mind flayer has disadvantage on saving throws
to detect mental energy as a second sense. A creature to resist being frightened.
puppeted by an intellect devourer often neglects to
acknowledge creatures with an Intelligence of 3 or Do you ever get the feeling you're being watched
less (such as most animal companions or familiars). A from, well, everywhere? You probably are.
creature who succeeds on a DC 14 Wisdom (Insight) — Ulrad Krug
check notices this odd behavior.
ABERRATIONS | 11
Nothic Slaad, Red
• Eye for an Eye. While in darkness, if the nothic is • Sever the Gland. The gland underneath a red slaad’s
exposed to bright light it must make a successful DC claws can be severed to prevent the slaad from laying
12 Constitution saving throw or become stunned until an egg in a humanoid creature. A prone creature who
the end of its next turn. If the nothic’s saving throw is hits the slaad with a melee attack that deals slashing
successful, it is immune to this condition for the next damage can choose to sever the egg gland. Doing so
10 minutes. causes the slaad’s Claw attacks to no longer infect
creatures, until it takes a long rest to restore its gland.
• For a Price. Nothics obsess over secrets and magical
knowledge and often trade this information with others • Control Disruption. If the slaad becomes charmed,
for spell scrolls. While offering a scroll to a nothic, any the creature who charmed it immediately senses the
Charisma (Persuasion) checks to convince the nothic direction of its control gem if not implanted in its brain.
to divulge secrets or information receives a modifier
equal to double the spell level (minimum of 1). Slaad Tadpole
Otyugh • Fresh Bait. The slaad can be induced to come out of
its hiding place by baiting it with fresh meat. If a slaad
• Food Driven. If presented with food of any kind, the tadpole is within 60 feet of fresh meat, it must make a
otyugh must make a DC 12 Wisdom saving throw. On DC 10 Wisdom saving throw. On a failed save, and in
a failed save, the otyugh uses its next turn to move the absence of visible threats, the slaad tadpole emerges
toward the food and uses its Bite attack to eat it. An from its hiding place to feed.
otyugh is immune to this weakness for 24 hours on a
successful save. Spectator
Slaad, Blue • Reflective Eye Rays. When a creature holding a
reflective surface succeeds on a saving throw against
• Cure the Disease. A creature can make a melee spell one of the spectator’s eye rays, it can immediately use
attack to cast a greater restoration spell on the slaad to its reaction to redirect the eye ray, causing another
suppress its ability to spread chaos phage from its Claw creature within 60 feet to become the target instead.
attacks for 24 hours. Any non-magical reflective surface used in this way is
destroyed. A magical reflective surface clouds over and
• Control Disruption. If the slaad becomes charmed, any magical effect it creates is suppressed for the next
the creature who charmed it immediately senses the 24 hours.
direction of its control gem if not implanted in its brain.
• Information Leak. Due to their unstable nature,
Slaad, Death spectators often leak important details regarding their
summoner, the treasure they’re guarding, or other key
• Aversion to Salt. If a death slaad is surrounded with a features about their lair. If a character mentions a key
ring of salt, it is unable to disrupt the salt or leave the detail about their lair, other creatures inhabiting the
ring by any means (including via a plane shift spell). dungeon, or the location of traps, the spectator must
While inside the ring, the death slaad can only target make a DC 12 Wisdom saving throw to avoid blurting
creatures with spells or abilities if they are inside the out details about the dungeon.
salt ring.
Slaadi are the easiest aberrations to understand.
• Control Disruption. If the slaad becomes charmed, They want to make more of themselves, and you
the creature who charmed it immediately senses the just happen to be a walking incubator.
direction of its control gem if not implanted in its brain. — Ulrad Krug
Slaad, Gray
• Magical Defect. A gray slaad relies on its regeneration
as it fights and completes its missions on the Material
Plane. While poisoned, the slaad loses its Regenerative
trait.
• Control Disruption. If the slaad becomes charmed,
the creature who charmed it immediately senses the
direction of its control gem if not implanted in its brain.
Slaad, Green
• Magical Defect. A green slaad relies on its regeneration
as it fights or flees in its relentless search to become
a gray slaad. While poisoned, the slaad loses its
Regenerative trait.
• Control Disruption. If the slaad becomes charmed,
the creature who charmed it immediately senses the
direction of its control gem if not implanted in its brain.
12 | ABERRATIONS
Beasts Cat
A wee bit o’ luck on your journey that we crossed paths, • Cattitude. At the beginning of a cat’s turn, roll a d4. On
travelers! I be Finnegas mac Padraig. A few cycles with a result of 1 the cat chooses its own action. For every
me and you’ll know enough to keep off the bottom of the 10 hours of training the cat has, the size of the dice
food chain, if you know what I mean. Beasts are beautiful increases, e.g., 10 hours = d6; 20 hours = d8; 30 hours =
and varied creatures, from little critters to giant reptiles. d10, etc. After 50 total hours of training, the cat is no
Sometimes you gotta know where to hit ’em, others you gotta longer affected by this trait.
know how to not get hit. If you be interested in taking an
animal under your wing, pardon the pun, you ought to also Crab
know what might set them off or, better yet, where their blind
spots are. Whatever the case, you’ve come to the right place. • Prone Deficiency. If the crab is knocked prone, roll a
Let’s have a drink and go over a few things. die. On an odd result, the crab lands upside-down and
is incapacitated. At the end of each of its turns, the crab
Finnegas mac Padraig (he/him, Lawful Neutral) is a can make a DC 10 Dexterity saving throw, righting
firbolg druid who specializes in beasts of the natural itself and ending the incapacitated condition on a
world. His specialization has led him to be a bit of a success.
recluse over the years and he prefers the company of
beasts over urban folk. Those who visit his forest cottage Deer
are usually greeted with herbal or fungal tea. As far as
Finnegas is concerned, natural selection is the only god. • Nearsighted. The deer has disadvantage on Wisdom
(Perception) checks that rely on sight to detect targets
Familiar Beasts 30 or more feet away.
It’s one thing to survive the wilds, but another Draft Horse
entirely to get the wilds to survive in society. • Easily Spooked. Horses are easily startled and
have disadvantage on saving throws against being
I’ve seen esteemed university wizards who frightened. While frightened, the horse must also move
up to its speed in the direction away from the source
couldn’t even get their cat out of a tree. Not of its fear. While the horse is frightened, a rider must
succeed on a DC 10 Wisdom (Animal Handling) check
every beast is going to be your enemy… It's to remain mounted or fall prone in a random location
within 5 feet of the horse.
good to know your friends, too.
Eagle
— Finnegas mac Padraig
• Aesop’s Curse. The eagle is vulnerable to piercing
Axe Beak damage from arrows fletched with the feathers of an
eagle.
• Wary But Stupid. If the axe beak becomes frightened
or surprised, it uses its reaction to attack the nearest Elephant
creature within range.
• Graviportal Limbs. Elephants cannot jump, and take 7
Baboon (2d6) bludgeoning damage when knocked prone.
• Dung Rage. If the baboon is hit by another creature’s
feces or starts its turn in the area of a foul smell, it must
make a DC 10 Wisdom saving throw. On a failed save, it
enters a rage for 1 minute. For the duration, the baboon
is hostile to all creatures. It can repeat the saving throw
at the end of each of its turns, ending the effect on a
success.
Badger
• Yellow Mellow. If the badger encounters the scent of
urine, it must make a DC 10 Wisdom saving throw. On
a failure, the badger cannot willingly get closer to the
source of the smell for 1 hour.
Bat
• Sensitive Sonar. The bat’s blindsight range is halved in
areas of fog or rain.
Camel
• Back Breaking. A camel gains a point of exhaustion
at the end of each hour that it carries more than its
carrying capacity.
BEASTS | 13
Elk Mule
• Easily Entangled. The elk’s massive horns catch easily • Asinine Behavior. If the mule has not been fed for
on vines, nets, or other similar restraints. The elk 24 hours, a creature trying to handle the mule must
has disadvantage on saving throws and checks made make a DC 12 Wisdom (Animal Handling) check. On a
against being restrained from an entangling source, failure, the mule suffers the effects of a confusion spell
such as by nets, the spell entangle, or other similar for 1 minute.
effects.
Octopus
Flying Snake
• Substrate Camouflage. The octopus only benefits from
• Turbulence. While in an area of high wind (such as its Underwater Camouflage when heavily obscured or
that created by a gust of wind spell) the snake does not not moving.
benefit from its Flyby trait. An instantaneous effect
such as the gust cantrip disables the trait until the end Owl
of its next turn.
• Turbulence. While in an area of high wind (such as
Frog that created by a gust of wind spell) the owl does not
benefit from its Flyby trait. An instantaneous effect
• Porous Skin. If a creature handles the frog within an such as the gust cantrip disables the trait until the end
hour of handling a poison or potion without cleaning of its next turn.
their hands, there is a 50 percent chance that the frog
gains the effects of that poison or potion. Poisonous Snake
Giant Fire Beetle • Cold Sensitive. When a creature takes cold damage
within 30 feet of the snake, the snake must make a
• Sensitive Reaction. If the beetle takes fire damage, its DC 10 Wisdom saving throw. On a failure, the snake
Illumination trait sheds light for an additional 10 feet cannot move closer to the damaged creature until the
until the end of its next turn. If the beetle takes cold end of its next turn.
damage, its Illumination trait ceases to function until
the end of its next turn. While the beetle sheds no light, Pony
it is stunned.
• Easily Spooked. Ponies are easily startled and
Goat have disadvantage on saving throws against being
frightened. While frightened, the pony must also move
• Myotonia Congenita. When surprised or frightened, up to its speed in the direction away from the source
the goat must succeed on a DC 10 Constitution saving of its fear. While the pony is frightened, a rider must
throw or fall prone and be paralyzed until the end of its succeed on a DC 10 Wisdom (Animal Handling) check
next turn, unless it can see a troll. to remain mounted or fall prone in a random location
within 5 feet of the pony.
Hawk
Quipper
• Close Contact. When a creature within 5 feet of the
hawk takes lightning damage from a spell or effect • Stay in School. When not within 5 feet of an allied
with a single target, the hawk must succeed on a DC creature the quipper has disadvantage on Dexterity
10 Dexterity saving throw or take half of the damage saving throws.
taken by the original target.
Rat
Jackal
• Pied Piper. At the start of its turn, the rat cannot move
• Raucous Feasting. While eating, the jackal has further away from a creature playing an instrument
disadvantage on Wisdom (Perception) checks that rely they are proficient with unless the rat took damage
on hearing or smell. since its last turn.
Lizard Raven
• Cold-Blooded. When a creature takes fire damage • Nevermore. If the raven hears the sound of a creature
within 30 feet of the lizard, the lizard must make a using the thaumaturgy spell, the raven must succeed
DC 10 Wisdom saving throw. On a failure, the lizard on a Wisdom saving throw with a DC equal to the
cannot move further away from the damaged creature creature’s spell save or become frightened until the end
until the end of its next turn. of its next turn.
Mastiff Riding Horse
• Easily Restrained. The mastiff has disadvantage • Easily Spooked. Horses are easily startled and
on Strength (Athletics) and Dexterity (Acrobatics) have disadvantage on saving throws against being
checks made to avoid being grappled. A character who frightened. While frightened, the horse must also move
successfully grapples the mastiff may use an action to up to its speed in the direction away from the source
make another grapple attempt, restraining the mastiff of its fear. While the horse is frightened, a rider must
on a success. If the mastiff has been restrained for 3 succeed on a DC 10 Wisdom (Animal Handling) check
consecutive rounds, it becomes non-hostile. to remain mounted or fall prone in a random location
within 5 feet of the horse.
14 | BEASTS
Scorpion Blood Hawk
• Phosphorescence. When a creature takes radiant • Close Contact. When a creature within 5 feet of the
damage within 60 feet of the scorpion, the scorpion hawk takes lightning damage from a spell or effect
becomes under the effect of the faerie fire spell until the with a single target, the hawk must succeed on a DC 10
end of its next turn. Dexterity saving throw or take half the damage of the
original target.
Sea Horse
Boar
• Easily Spooked. Even sea horses are easily startled
and have disadvantage on saving throws against being • Found His Aroma. Creatures have advantage on
frightened. Wisdom (Survival) to track the boar using smell.
Spider Brown Bear
• Wash the Spider Out. The spider cannot use the • Tuck and Cover. Most of the time, brown bears attack
benefits of its Spider Climb trait on wet surfaces. when they feel threatened. A prone creature can make
a DC 12 Wisdom (Animal Handling or Survival) or
Warhorse Charisma (Performance) check to play dead. On a
success, the bear becomes non-hostile until it sees that
• Risky Charge. If the horse moves at least 20 feet creature move.
straight toward a creature wielding a polearm with
which they are proficient and enters the melee range of Constrictor Snake
that weapon, the warhorse must succeed on a Dexterity
saving throw (save DC = 8 + Strength modifier + • Opportunistic Squeezing. When initially hit by the
proficiency bonus) or take damage equal to an attack snake’s Constrict attack, a creature may use their
from that weapon. reaction to hold their breath (see “Suffocating,” chapter
8, Player’s Handbook). At the start of the creature’s
Weasel next turn, the creature may choose to expel all of their
remaining breath, gaining advantage on checks made
• Opportunistic Predator. If a non-hostile creature to escape the grapple that turn.
within 5 feet of a weasel is reduced below half of their
maximum hit points, the creature must succeed on a Crocodile
DC 12 Wisdom (Animal Handling) check or the weasel
becomes hostile toward them. The creature can use an • One-Way Jaws. When the crocodile misses with a
action to make a DC 12 Wisdom (Animal Handling) Bite attack roll, a creature grappling it can use their
check, a success making the weasel non-hostile. reaction to make a Strength (Athletics) check contested
by the crocodile’s Strength (Athletics) check to hold
Dangerous Beasts the crocodile’s jaws shut. If the grappling creature
succeeds, the crocodile cannot make Bite attacks until
While most beasts just need a bit of respect or it is no longer grappled.
a scrap of food, there are some whose kindness Dire Wolf
you'd best not rely upon. And remember—only • Ill-Favored By Ceremony. The wolf has disadvantage
on attack rolls against creatures affected by the
prey runs. ceremony spell and is vulnerable to damage from
weapon attacks made by these creatures.
— Finnegas mac Padraig
Giant Ape
Allosaurus
• Heart of the Beast. A Humanoid creature with a
• Clumsy on Corners. If the allosaurus moves 30 feet or Charisma score of 18 or greater who has not dealt
more in a straight line before making a sudden turn, its damage to the ape can use an action to make a DC 20
remaining movement is halved. Charisma (Animal Handling) check to enthrall the ape.
On a success, the ape is charmed by that creature for 1
Ankylosaurus hour. On a failure, the ape is immune to this effect by
the creature.
• Heavy Plates. While prone, the ankylosaurus has a −2
to its AC and it must use all of its movement to stand Giant Badger
up.
• Yellow Mellow. If the badger encounters the scent of
Ape urine, it must make a DC 10 Wisdom saving throw. On
a failure, the badger cannot willingly get closer to the
• Monkey See Monkey Do. Humans have advantage on source of the smell for 1 hour.
Charisma and Wisdom (Animal Handling) checks to
influence ape behavior. Giant Bat
Black Bear • Sensitive Sonar. The bat’s blindsight range is halved in
the areas of fog or rain.
• Stand and Shout. If the bear hears a loud noise (such
as that from a thaumaturgy or thunderclap) it must
succeed on a DC 10 Wisdom saving throw or become
frightened until the end of its next turn.
BEASTS | 15
You must be sure to keep hold of your things
near certain apes. They take a liking to eating
rations and playing with tools and weapons.
There is considerable overlap between the
brightest monkeys and the dullest adventurers.
— Finnegas mac Padraig
Giant Boar Giant Elk
• Found His Aroma. Creatures have advantage on • Momentum. If the elk misses with a Ram attack when
Wisdom (Survival) checks to track the boar using smell. using its Charge trait against a creature using the
Dodge action, that creature can use their reaction to
Giant Centipede cause the elk’s attack to hit a different target within 5
feet of it.
• Creature of the Dark. The centipede has disadvantage
on attack rolls made against creatures in sunlight. Giant Frog
Giant Constrictor Snake • Thin Skin. The frog has disadvantage on saving throws
against spells and effects that cause poison damage.
• Opportunistic Squeezing. When initially hit by the
snake’s Constrict attack, a creature may use their Giant Goat
reaction to hold their breath (see “Suffocating,” chapter
8, Player’s Handbook). At the start of the creature’s • Momentum. If the goat misses with a Ram attack when
next turn, the creature may choose to expel all of their using its Charge trait against a creature using the
remaining breath, gaining advantage on checks made Dodge action, that creature can use their reaction to
to escape the grapple that turn. cause the goat’s attack to hit a different target within 5
feet of it.
Giant Crab
Giant Hyena
• Weak Joints. A creature grappling the crab can use an
action to make a Strength (Athletics) check contested • Food-Motivated. At the start of its turn, if the hyena
by the crab’s Strength (Athletics) check to snap off one can see meat within 30 feet, it must succeed on a DC 12
of the crab’s claws at the joint. If the grappling creature Wisdom saving throw or spend its turn moving toward
succeeds, the crab loses one of its claws. If the crab has and then greedily eating that meat.
no claws, it cannot use its Claw attack.
Giant Lizard
Giant Crocodile
• Detachable Tail. If the lizard takes 10 or more slashing
• One-Way Jaws. When the crocodile misses with a damage from an attack, the lizard is reduced to 1 hit
Bite attack roll, a creature grappling it can use their point and its tail falls off. The lizard can immediately
reaction to make a Strength (Athletics) check contested use its reaction to move up to its speed without
by the crocodile’s Strength (Athletics) check to hold provoking opportunity attacks.
the crocodile’s jaws shut. If the grappling creature
succeeds, the crocodile cannot make Bite attacks until Giant Octopus
it is no longer grappled.
• Hemocyanin Blood. If the octopus takes 10 or
Giant Eagle more acid damage on a turn, it must succeed on a
Constitution saving throw with a DC equal to the
• Aesop’s Curse. The eagle is vulnerable to piercing damage taken, or become poisoned until the end of its
damage from arrows fletched with the feathers of an next turn.
eagle.
16 | BEASTS
Giant Owl Giant Weasel
• Turbulence. While in an area of high wind (such as • Opportunistic Predator. If a creature riding the weasel
that created by a gust of wind spell) the owl does not is reduced below half of their maximum hit points, the
benefit from its Flyby trait. An instantaneous effect creature must succeed on a DC 14 Wisdom (Animal
such as the gust cantrip disables the trait until the end Handling) check or the weasel becomes hostile toward
of its next turn. its rider. The creature can use an action to make a
successful DC 14 Wisdom (Animal Handling) check to
Giant Poisonous Snake make the weasel non-hostile.
• Weak in Cold. If the snake takes 10 or more cold Giant Wolf Spider
damage on a turn, its movement speed is reduced by 10
until the end of its next turn. • Tarantula Hawking. Flying creatures have advantage
on melee attacks against the spider.
Giant Rat
Hunter Shark
• Ailurophobia. While within 30 feet of a cat or catlike
creature (such as a leonin, lion, or tabaxi) that it can • Tonic Immobility. If a creature successfully knocks the
see, the rat has disadvantage on attack rolls and ability shark prone, they can choose to roll it upside-down. If
checks. the shark is continuously prone (belly-up) for 3 rounds,
it becomes incapacitated until it is no longer prone.
Giant Scorpion
Hyena
• Phosphorescence. When a creature takes radiant
damage within 60 feet of the scorpion, the scorpion • Food-Motivated. At the start of its turn, if the hyena
becomes under the effect of the faerie fire spell until the can see meat within 30 feet, it must succeed on a DC 12
end of its next turn. Wisdom saving throw or spend its turns moving toward
and then greedily eating that meat.
Giant Sea Horse
Killer Whale
• Easily Spooked. Even sea horses are easily startled
and have disadvantage on saving throws against being • Sonar Navigation. If the killer whale takes 10 or more
frightened. While frightened, the sea horse must also thunder damage on a turn, it must succeed on a DC 15
move up to its speed in the direction away from the Constitution saving throw or become stunned until the
source of its fear. While the sea horse is frightened, end of its next turn.
a rider must succeed on a DC 10 Wisdom (Animal
Handling) check to remain mounted or fall prone in a Lion
random location within 5 feet of the sea horse.
• Pinned Ya. If the lion misses with a Claw attack when
Giant Shark using its Pounce trait against a creature using the
Dodge action, that creature can use their reaction to
• Tonic Immobility. If a creature successfully knocks the force the lion to make a DC 12 Strength saving throw.
shark prone, they can choose to roll it upside-down. If On a failure, the lion falls prone within 5 feet of the
the shark is continuously prone (belly-up) for 3 rounds, target.
it becomes incapacitated until it is no longer prone.
Mammoth
Giant Spider
• Graviportal Limbs. The mammoth cannot jump, and
• Eight-Eyed. The giant spider has disadvantage on takes 10 (3d6) bludgeoning damage when knocked
saving throws against being blinded. prone.
Giant Toad Panther
• Thin Skin. The toad has disadvantage on saving throws • Pinned Ya. If the panther misses with a Claw attack
against spells and effects that cause poison damage. when using its Pounce trait against a creature using
the Dodge action, that creature can use their reaction
Giant Vulture to force the panther to make a DC 12 Strength saving
throw. On a failure, the panther falls prone within 5
• Food-Motivated. At the start of its turn, if the vulture feet of the target.
can see meat within 30 feet, it must succeed on a DC 12
Wisdom saving throw or spend its turn moving toward Plesiosaurus
and then greedily eating that meat.
• Stiff Neck. The plesiosaurus has disadvantage when
Giant Wasp attacking a target within 5 feet of it.
• Pesticides. If the wasp takes 5 or more poison damage Polar Bear
on a turn, it must succeed on a DC 15 Constitution
saving throw or become stunned until the end of its • Fear of Fire. When a creature the polar bear can see
next turn. Once the condition ends, the wasp gains within 30 feet of it deals 10 or more fire damage to it
resistance to poison damage until it completes a long on a turn, the bear must make a Wisdom saving throw.
rest. The DC is equal to the damage dealt. On a failed save,
the bear is frightened of that creature until the end of
its next turn.
BEASTS | 17
Pteranodon Swarm of Insects
• Fragile Membrane. If the pteranodon takes 5 or more • Pesticides. If the swarm takes 5 or more poison damage
piercing or slashing damage, its fly speed is halved on a turn, it must succeed on a DC 15 Constitution
until it completes a long rest. saving throw or become stunned until the end of its
next turn. Once the condition ends, the swarm gains
Reef Shark resistance to poison damage.
• Tonic Immobility. If a creature successfully knocks the Swarm of Poisonous Snakes
shark prone, they can choose to roll it upside-down. If
the shark is continuously prone (belly-up) for 3 rounds, • Weak to Cold. If the swarm takes 10 or more cold
it becomes incapacitated until it is no longer prone. damage on a turn, its movement speed is reduced by 10
until the end of its next turn.
Rhinoceros
Swarm of Quippers
• Momentum. If the rhinoceros misses with a Gore
attack when using its Charge trait against a creature • Food-Motivated. At the start of its turn, if the swarm
using the Dodge action, that creature can use their can see meat within 30 feet, it must succeed on a DC 12
reaction to cause the rhinoceros’s attack to hit a target Wisdom saving throw or spend its turn moving toward
within 5 feet of it. and then greedily eating that meat.
Saber-Toothed Tiger Swarm of Rats
• Pinned Ya. If the tiger misses with a Claw attack when • Pied Piper. At the start of its turn, the swarm cannot
using its Pounce trait against a creature using the move further away from a creature playing an
Dodge action, that creature can use their reaction to instrument they are proficient with unless the swarm
force the tiger to make a DC 12 Strength saving throw. took damage since its last turn.
On a failure, the tiger falls prone within 5 feet of the
target. Swarm of Ravens
Stirge • Nevermore. If the swarm hears the sound of a creature
using the thaumaturgy spell, the swarm must succeed
• Bad Blood. If the stirge hits with a Blood Drain attack on a Wisdom saving throw with a DC equal to the
against a poisoned creature, the stirge becomes creature’s spell save or become frightened until the end
poisoned. of its next turn.
Swarm of Bats Tiger
• Sensitive Sonar. The swarm’s blindsight range is • Pinned Ya. If the tiger misses with a Claw attack when
halved in areas of fog or rain. using its Pounce trait against a creature using the
Dodge action, that creature can use their reaction to
force the tiger to make a DC 12 Strength saving throw.
On a failure, the tiger falls prone within 5 feet of the
target.
Triceratops
• Momentum. If the triceratops misses with a Gore
attack when using its Trampling Charge trait against a
creature using the Dodge action, that creature can use
their reaction to cause the triceratops’s attack to hit a
target within 5 feet of it.
Tyrannosaurus Rex
• The Harder They Fall. If the tyrannosaurus is knocked
prone, it takes 10 (3d6) bludgeoning damage. The
tyrannosaurus must use all of its movement to stand
up.
Vulture
• Food-Motivated. At the start of its turn, if the vulture
can see meat within 30 feet, it must succeed on a DC 12
Wisdom saving throw or spend its turn moving toward
and then greedily eating that meat.
Wolf
• Ill-Favored By Ceremony. The wolf has disadvantage
on attack rolls against creatures affected by the
ceremony spell and is vulnerable to damage from
weapon attacks made by these creatures.
18 | BEASTS
Celestials Planetar
My Queen, • Ancient Hatred. If a Fiend is within 60 feet of a
planetar and the planetar can see it, the planetar has
I have done as you asked. After hundreds of years living disadvantage on attack rolls against creatures other
amongst the angels, gaining their trust, I have discovered than Fiends.
how to destroy them. Devas, planetars, and even solars will
no longer be able to impede your holy purpose. • Sword of Gods. Creatures have advantage on Charisma
checks to convince the planetar to aid them against
I took this mission willingly, without hesitation, but I beg Fiends, Undead, or their allies.
now that I may return to the Shadowfell. I have spent too
long bathed in the light, too long in this counterfeit body you Solar
molded. I long for the feeling of the gray mists on my skin
and the cry of ravens in my ears. • Sever Sword. If the solar’s greatsword is not in its
hands, a creature can use their action to grab the
Your ever-loyal servant, sword hilt and make a DC 20 Intelligence (Arcana) or
Charisma (Persuasion) check. On a success, the sword’s
Seraphina connection to the solar breaks, the sword falls to the
ground, and the solar cannot use its Flying Sword
Seraphina (she/her, Lawful Evil) is a shadar-kai elf action for 1 minute.
and priestess of the Raven Queen. At a young age, she
distinguished herself in sorcery, especially in illusion • Divine Shroud. If a Humanoid creature drinks a vial
and transmutation magic. The Raven Queen saw of Celestial blood, a solar cannot tell if that creature is
Seraphina’s potential and tasked her to study angels lying for one hour.
and other Celestial beings so the shadar-kai would be
better able to defeat them. Polymorphed into a lesser Pegasus
angel, Seraphina has spent centuries studying and living
amongst Celestial creatures. She has learned to lie to • Unwelcome Rider. A Medium or smaller bipedal
solars and kill empyrean titans. creature within 5 feet of the pegasus can use its action
to make a DC 14 Strength (Athletics) or Dexterity
Couatl (Acrobatics) check to leap atop the pegasus’s back if the
pegasus does not already have a rider. While bearing a
• Guardian. If a Celestial or Humanoid creature allied hostile creature on its back, the pegasus cannot make
with the couatl dies within 120 feet of it, the couatl attacks against the rider, and has disadvantage on all
loses its immunity to nonmagical bludgeoning, attack rolls. The pegasus can use its action to make
piercing, and slashing damage for 1 hour. a contested Athletics check against the creature. If
the pegasus succeeds, the creature is thrown off the
• Believer. Creatures have advantage on Charisma pegasus’s back and takes an additional 1d6 bludgeoning
(Deception) checks against the couatl when claiming damage from the fall, and is knocked prone.
they are agents of divine prophecy. If a creature casts
a divination spell, such as augury or divination, where • Holy Trust. Creatures who are radiating magical
the couatl can see, the creature and any companions light, such as those targeted by the light cantrip,
have advantage on Charisma (Deception or Persuasion) have advantage on Wisdom (Animal Handling) and
checks to interact with the couatl for 24 hours. Charisma (Persuasion) checks against the pegasus.
Deva
• Relentless Pursuit. The deva does not flee, even if it is
outmatched, if it believes its opponents are Evil.
• Fragile Wings. Once per turn, if a creature deals 10 or
more force or bludgeoning damage to the deva, it must
succeed on a DC 15 Constitution saving throw or its
speed is reduced by 10 feet until it finishes a short or
long rest or receives magical healing.
Empyrean
• Achilles Heel. If the empyrean is prone, it loses its
immunity to bludgeoning, piercing, and slashing
damage from non-magical attacks, and creatures score
critical hits against it on a roll of 19 or 20.
• Emotional Dysregulation. The empyrean has
disadvantage on Wisdom saving throws against
enchantment spells and other magical effects that
manipulate its emotions.
CELESTIALS | 19
Unicorn • Fear of Fire. Whenever the unicorn takes fire damage
from a spell or magical effect, the unicorn must succeed
• Unwelcome Rider. A Medium or smaller bipedal on a DC 13 Wisdom saving throw or be frightened of
creature within 5 feet of the unicorn can use their the caster until the end of its next turn. In addition,
action to make a DC 15 Strength (Athletics) or Dexterity creatures wearing or carrying magical flames have
(Acrobatics) check to leap atop the unicorn’s back if the advantage on Charisma (Intimidation) checks against
unicorn does not already have a rider. While bearing the unicorn.
a hostile creature on its back, the unicorn cannot
make attacks against the rider, cannot use its Teleport Sometimes the brightest lights cast
action, and has disadvantage on all attack rolls. The the darkest shadows.
unicorn can use its action to make a contested Athletics — Seraphina
check against the creature. If the unicorn succeeds,
the creature is thrown off the unicorn’s back, takes an
additional 1d6 bludgeoning damage from the fall, and
is knocked prone.
20 | CELESTIALS
Constructs Golem, Flesh
Excerpts from Case Report 000110000110100 — • Remnants of the Dead. A creature who successfully
Hedron Arbiter Alpha Bravo Presiding casts an animate dead spell on the flesh golem while it
has more than 1 hit point gains a semblance of control
Detainee Statement: “Hi! My name is Ellywick Timbers. over the golem’s flesh for 1 hour. The creature can
specify a simple and general course of action, such
How did I get here? Well, *inhales*, it all started when I was as “Attack that creature,” “Run over there,” or “Fetch
that object,” which the golem does its best to obey.
little, I’m the youngest of fifteen, you see, and there was no If the golem completes the order and doesn’t receive
further direction from the creature, it acts on its own.
point trying to shout over fourteen older brothers, so I would This control does not supersede or disable the golem’s
Berserk trait, and the creature counts as the golem’s
often go off on my own and start taking things apart to creator for the purposes of trying to call it.
see how they worked, but then I’d get strange comments Golem, Iron
like ‘That’s disgusting, Ellywick’ and ‘What are you doing • Rust Monster’s Feast. An iron golem counts as a suit
of non-magical ferrous metal armor for the purposes
with that dead bird, Ellywick?’, so I decided to move onto of a rust monster’s Antennae action and is instantly
destroyed if its AC would be reduced to 10 by this
machines instead and then I discovered I had a bit of a knack effect. If an iron golem’s AC has been reduced in this
way, it regains 1 point of AC for every 20 points of fire
for magic so I studied to become an artificer specializing in damage it is subjected to.
golemancy and that’s when I first built Rickety. Wave to the Golem, Stone
nice modrons, Rickety! But anyway, I read everything I could • Instant Erosion. A stone golem has a Terran
rune carved somewhere on its body that means
find about Constructs and eventually there was nothing “indestructible.” A creature who knows of the
rune’s existence can use its action to make a DC 20
left, so I did some tinkering with a grandfather clock and Intelligence (Investigation) check to attempt to locate
this rune on a stone golem. On a success, on the next
opened a portal to Mechanus so I could discover more about round they can use an action to make a DC 20 Strength
or Dexterity check using mason’s tools to change the
what makes Constructs tick, straight from the source and rune to “shatter” if the stone golem is within its reach.
This check fails automatically unless the mason’s
maybe make a few tweaks in places, I actually have a list of tools are magical or made of adamantine worth 500
gp or more. On a success, the stone golem is instantly
recommendations here…” destroyed.
Verdict Summary: Ellywick Timbers (she/her, Chaotic
Neutral), Sky Gnome artificer, was found guilty of (1)
criminal trespass into restricted areas of Mechanus,
(2) attempting to meddle with the fundamental laws
of reality, and (3) causing a chaotic disturbance.
Ellywick Timbers was banished to her plane of origin,
REDACTED, and permanently barred from returning to
Mechanus.
Animated Armor
• Chinks in the Armor. The animated armor does not
adapt to defend itself, allowing a cunning attacker
to take advantage of the weaknesses of the armor to
dismember and disable. As an action or a bonus action,
a creature proficient with heavy armor can make a DC
11 Intelligence (Investigation) or Wisdom (Perception)
check. On a success, the next time the creature hits the
animated armor with a melee attack, the armor suffers
a permanent and cumulative −1 to AC. If the animated
armor’s AC is reduced to 10, it is destroyed.
Flying Sword
• Programmed Attack Patterns. The sword attacks in
basic, predictable patterns. As an action or a bonus
action, a creature who is proficient with the same
type of weapon as the flying sword and can see the
sword can make a DC 10 Intelligence (Investigation)
or Wisdom (Perception) check to attempt to identify
the sword’s attack pattern. On a success, the sword has
disadvantage on attacks against the creature while the
creature can see the sword.
Golem, Clay
• Unbaked. If the clay golem takes 20 or more fire
damage in a turn, its outer layer hardens, restricting
its movement. The golem loses the benefits of its Haste
action until the end of its next turn.
CONSTRUCTS | 21
Helmed Horror • Circuit Break. If a modron becomes aware that it has
been tricked into breaking a law, it must succeed a
• Mild Antimagic Susceptibility. While in an antimagic DC 10 Wisdom saving throw or go rogue and lose its
field, a helmed horror has its speed halved and a −2 Axiomatic Mind trait (see “Variant: Rogue Modrons” in
penalty to AC and Dexterity saving throws. In addition, the Monster Manual). Its alignment shifts to match the
it can only make one attack per turn and it can’t use way in which it broke the law. For example, a modron
reactions. If targeted by dispel magic, the helmed tricked into murdering innocent creatures would
horror must succeed on a Constitution saving throw become Chaotic Evil.
against the caster’s spell save DC or become restrained
for 1 minute. The helmed horror’s Spell Immunity trait • Logic Overflow. A creature can use their action to
cannot make it immune to the dispel magic spell. persuade a non-hostile modron that can hear and
understand it to consider a logical paradox by making
Homunculus an Intelligence check against the modron’s Intelligence
check. If a modron fails, it is incapacitated for 1 minute
• Backdoor to the Master’s Mind. If an enchantment as it tries to resolve the paradox.
spell or a spell that deals psychic damage targets both
the homunculus and its master simultaneously, both • Mathematical Compulsion. Modrons expect
the master and homunculus have disadvantage on the phenomena to occur in an ordered manner and
saving throw. If the spell deals psychic damage and immediately notice disorder. Modrons have
reduces the homunculus to 0 hit points, any excess disadvantage on Wisdom (Perception) checks to notice
damage is taken by its master. anything amiss with objects or phenomena that are
arranged neatly and orderly.
Rug of Smothering
• Rules of Engagement. The modron has disadvantage
• Flaws in the Weave. A creature proficient with on initiative rolls while negotiating with creatures who
weaver’s tools can use a bonus action to make a DC have not yet shown aggression.
12 Intelligence (Investigation) or Wisdom (Perception)
check to try to spot structural weaknesses in the Monodrone
fabric of the rug. On a success, the next time they hit
the rug with a weapon that deals slashing damage, • Single Minded. Once a monodrone makes an attack
they can roll one additional weapon damage die when against a target, it must attack the same target unless
determining the damage for the attack. In addition, if it either succeeds on a DC 10 Wisdom saving throw
the rug is grappling a creature, its Damage Transfer to attack another target, the target is reduced to 0 hit
trait does not function for the attack. points, or the monodrone is directly commanded by
a higher ranking modron to stop or attack a different
Scarecrow target.
• Rejection of the Self. The spirits that animate Duodrone
scarecrows cannot fully comprehend their new
existence as constructs of sticks and straw. If a • Limited Multitasking. While a duodrone has three or
scarecrow sees its own reflection, it must succeed more hostile creatures within 5 feet of it, the duodrone
on a DC 11 Wisdom saving throw or spend its next has disadvantage on attack rolls.
turn attacking itself and examining its straw insides
in horror and confusion. At the start of its turn, a Tridrone
scarecrow can choose to avert its gaze from any sources
of reflection, if it does so, it is considered blinded until • Multi-Factor Authentication. Each time the tridrone
the start of its next turn. takes lightning damage for the first time on a turn, one
of its three minds malfunctions. If the tridrone has
Shield Guardian two functioning minds, it struggles to make decisions
without a tie-breaker and has disadvantage on attack
• Unbound. If the shield guardian wears its own amulet, rolls and ability checks. If the tridrone has one
it goes berserk. While berserk the shield guardian functioning mind, it goes into emergency overdrive and
tries to kill the nearest creature it can see. If it wears has advantage on attack rolls and ability checks. If the
the amulet for a full minute, the amulet shatters, the tridrone has no functioning minds, it is incapacitated.
shield guardian becomes a fully independent sentient The tridrone repairs any malfunctioning minds after
creature, its alignment changes to Neutral, and its 24 hours.
Charisma score increases to 10.
Quadrone
Modrons
• Short Circuit. If a quadrone is submerged or splashed
A typical modron of any type can have any of the with 1 or more gallons of water, its wings malfunction
following social weaknesses. and it cannot fly for 1 minute.
• Bound by Law. A modron cannot willingly break a Pentadrone
law they are aware of. A creature can use their action
to make a Charisma (Deception or Persuasion) check • Exhaust Valve Malfunction. A pentadrone cannot use
contested against the modron’s Wisdom (Insight) check. its Paralysis Gas action while it is prone.
If the creature succeeds, they tell the modron about
a law of the land, and the modron follows that law to Constructs are easier to kill than living
the best of its ability while in that land or until it is creatures as you can often see their insides,
presented with conflicting information. This weakness making it easier to rip out the important bits.
only applies while on planes other than Mechanus, as a — Ellywick Timbers
modron knows all laws of the plane of Mechanus.
22 | DRAGONS
Dragons damage prepared, the creature can forgo making a
saving throw and instead can expend a spell slot of
Power. Pride. Avarice. These are what it means to be a dragon. 3rd level or higher to make an ability check using their
It takes an individual just as powerful, just as confident—and spellcasting modifier. The DC of the ability check is
just as greedy—to kill them. So it’s a good thing you have equal to the saving throw DC of the breath weapon.
come to Maoka Dragonsbane, yes? If the creature succeeds, they take no damage and if
they cast a spell that deals lightning damage on their
I have killed dozens of these flying menaces. You heard of next turn, the spell ignores the blue dragon’s immunity
Rixalis the Black, Terror of the High Moor? No? Well, that’s to lightning damage. If the creature fails, it takes half
because I killed him. You see this scale here… it’s from an damage from the breath weapon.
ancient green dragon, Venona. I strangled her with my bare • Lovers of Sapphires. Creatures have advantage on
hands… and a little bit of magic. But mostly my bare hands! Charisma checks to interact socially with the dragon if
they offer the blue dragon a sapphire worth at least 50
I must warn you, my services don’t come cheap and even gp.
information has its price. So… what do you got to trade?
Green Dragon
Maoka Dragonsbane (he/him, Chaotic Neutral) is a
legendary human dragon hunter. Wyrmlings grow up • Long, Vulnerable Necks. While the green dragon is
fearing his name and even ancient dragons respect his grappled or restrained, a creature within 5 feet of the
prowess in battle. Unlike many other dragon hunters, dragon can use an action each turn to apply pressure
Maoka does not have a sad origin story involving a to the dragon’s neck. While pressure is applied to its
dragon killing his family or kidnapping his loved ones. neck, the green dragon cannot breathe or use its Poison
Maoka just loves the thrill of the fight and enjoys the Breath or Frightful Presence actions.
finer things in life. After becoming a champion fighter in
Waterdeep, he decided to seek a greater rush than mere • Collectors of Interesting People. Creatures have
Humanoids could provide. advantage on Charisma (Deception, Performance, or
Persuasion) checks to convince a green dragon of their
Dragon Turtle accomplishments. Green dragons typically look more
favorably on adventurers who have achieved great
• Blindspot. A creature positioned above the turtle may deeds.
attack the weak point behind its head. A creature
who does so makes attack rolls against the turtle with Red Dragon
advantage.
• Abyssal Demise. At the beginning of each of its turns,
• Soul of the Sea. Creatures have advantage on Charisma if at least half the dragon’s body is submerged in water,
(Deception or Persuasion) checks made against the it cannot recharge its Fire Breath action and takes acid
dragon turtle if they make a treasure offering to it in damage equal to the amount shown on the table below.
Aquan.
Dragon Age Acid Damage
Shadow Dragon
Wyrmling 14 (4d6) acid damage
• Psionic Interference. Whenever the shadow dragon Young 28 (8d6) acid damage
takes psychic damage greater than or equal to its CR, Adult 42 (12d6) acid damage
it becomes disoriented and is unable to recharge its Ancient 56 (16d6) acid damage
Shadow Breath action on its next turn.
• Avarice Above All. Creatures have advantage on
• Misery Loves Company. Creatures who are or Charisma (Deception and Persuasion) checks to bribe
appear to be cursed, Undead, or otherwise affected the red dragon with treasure.
by the Shadowfell or dark magics have advantage on
Charisma checks to interact socially with the shadow
dragon.
Chromatic Dragons
Black Dragon
• Get out of my head! If the black dragon becomes
charmed, it takes a number of d8 psychic damage dice
equal to the spell’s level (1d8 for non-spell magical
effects). This damage does not end any effects that
charm or compel the dragon (such as a suggestion
spell).
• Fondness for Forgotten Artifacts. Creatures have
advantage on Charisma checks to interact with the
black dragon if they offer it a magical item or piece of
knowledge from a fallen civilization.
Blue Dragon
• Lighting Rod. If a creature affected by the blue dragon’s
Lightning Breath has a spell that deals lightning
DRAGONS | 23
A group of adventurers choke a green dragon's long, vulnerable neck.
24 | DRAGONS
White Dragon Copper Dragon
• Fear of Fire. When the white dragon takes fire damage • Humor is a Double-Edged Sword. Whenever a copper
for the first time each turn, the dragon must make dragon fails a saving throw against a spell with
a Wisdom saving throw. The DC is equal to half the verbal components that deals psychic damage, it has
damage dealt. On a failed save, the dragon becomes disadvantage on attack rolls until the end of its next
frightened of the source of the fire. turn.
• Clever Mouse. Creatures with a higher Intelligence • Bards at Heart. Whenever a creature gives a copper
than the dragon can use Intelligence instead of dragon a Bardic Inspiration, that creature can add
Charisma to socially influence the dragon and have a Bardic Inspiration die to any Wisdom (Insight) or
advantage when they do. Charisma check against the copper dragon for 1 hour.
Metallic Dragons Gold Dragon
Brass Dragon • Frozen Wings. During a turn, if the gold dragon takes
a total amount of cold damage equal to or greater than
• Corrosion. The first time the brass dragon takes a total its CR, its flying speed is reduced by 20 feet and it has
amount of acid damage greater than or equal to its CR disadvantage on saving throws and ability checks to
from a single source, it suffers a −2 penalty to its AC avoid being grappled, restrained, or affected by the
until it finishes a long rest. earthbind spell for 1 minute.
• Insightful Entertainment. Any creature who converses • Lead Blindness. The gold dragon’s blindsight cannot
with the brass dragon can make a DC 14 Wisdom perceive a creature wearing a lead amulet over its
(Insight) check to figure out a topic that interests the heart.
dragon. If the creature discusses the topic of interest
with the brass dragon, the brass dragon is charmed by Silver Dragon
the creature for one hour.
• Thawing. During a turn, if the silver dragon takes a
Bronze Dragon total amount of fire damage equal to or greater than its
CR, it cannot use its Breath Weapon actions on its next
• Duel of Dragons. Whenever a creature casts a spell turn.
that deals lightning damage, if they use a spellcasting
focus made from the bones, teeth, scales, or blood of • Small Hearts Beat Stronger. Humanoid creatures who
a blue dragon, that spell ignores the bronze dragon’s are Small or smaller, or appear to be Small or smaller,
immunity to lightning damage and the bronze dragon have advantage on Charisma (Deception, Performance,
has disadvantage on the saving throws against the or Persuasion) checks made to interact socially with the
spell. dragon.
• Pearls before Swine. A creature has advantage on You ever see a dragon crash into ground? It's like
Charisma checks against the bronze dragon if they a rainbow shattering into a thousand pieces. I
offer it a pearl worth at least 100 gp. tell you, there is nothing more beautiful.
— Moaka Dragonsbane
DRAGONS | 25
Elementals
What are elementals if not the wishes of ancient primordial
forces given substance? And who better to truly understand
them than I, Jabaari the Mighty, the greatest djinni to have
ever graced the Labyrinth Winds—I, who have traveled across
the para-elemental divides—I, who have sojourned with
my cousins of water, flame, and stone!? I shall share a few
secrets with you, dear mortal, should you yearn to soar on
the updrafts of the Sirocco Straits, float along the infinite
currents of the Sea of Worlds, burrow into the bejeweled
caverns of the Sevenfold Mazework, or sail across the
scorching waves of the Sea of Fire!
But first I must warn you: beware an elemental outside of
their home plane, for they are almost certainly bound to
the will of some self-serving wizard who reached into the
elemental chaos, plucked out an unfortunate primordial,
and bound them to some subservient purpose to enact
their will! Do the great Jabaari a favor and free them from Efreeti
captivity with some well-prepared strategies, would you? Yes? • Cold Sweat. When the efreeti makes a Constitution
saving throw to maintain concentration on a spell
Excellent, let’s get started. as a result of taking cold damage, it does so with
disadvantage.
Jabaari the Mighty, (he/him, Chaotic Good) is a djinni
from Aaqa on the Elemental Plane of Air. His travels • Cruel. If the efreeti sees a creature deal 5 or more
took him across all four of the elemental planes to learn damage to another creature, that creature has
the customs and traditions of the other forms of genies. advantage on the next Charisma (Deception or
Beneath his braggadocious and pompous exterior hides Persuasion) check made to influence the efreeti.
a soft spot for mortal Humanoids—except for wizards.
“Scatter them all to the wind!” he would say.
Azer Elemental, Air
• Frostbite. If the azer takes 10 or more cold damage on a • Counterweight. Creatures wearing heavy armor have
turn, its Heated Body and Heated Weapons traits do not advantage on saving throws against the elemental’s
function until the end of the azer’s next turn. Whirlwind action and are only thrown 10 feet on a
failed save.
• Covetous Craftsman. Creatures have advantage on
Dexterity (Sleight of Hand and Stealth) and Charisma Elemental, Earth
(Deception) checks against the azer while it can see
a single precious gem or valuable metal object worth • Rhythmic Predator. If the elemental would be able
1,000 gp or more. to see a creature with its tremorsense, but not its
darkvision, that creature can use the Hide action, but
Dao must make a successful Dexterity (Performance) check
rather than a Dexterity (Stealth) check to perform an
• Kinetic Energy. If the dao takes 20 or more thunder arrhythmic walk.
damage from a single attack, it must succeed on a
Constitution saving throw or lose the benefits of its Elemental, Fire
Earth Glide trait until the end of its next turn. The DC
is equal to half the damage taken. • Fan the Flames. While in an area of strong wind (such
as that caused by the gust of wind spell), the elemental
• Respect the Drip. If a dao sees a creature wearing a suffers the reduce effects of the enlarge/reduce spell. If
greater value of precious gems and rare metals than it the effect ends, the elemental gains the enlarge effects
wears, the dao becomes non-hostile to that creature and of the enlarge/reduce spell for 1 minute.
its allies.
Djinni Elemental, Water
• Fear of Binding. While restrained, the djinni is also • Helping Hand. If the elemental is hit by an attack that
frightened. While frightened this way, the djinni has deals force or cold damage, one creature restrained
disadvantage on Strength and Dexterity checks and by the elemental may use its reaction to make a DC
saving throws to end the restrained condition. 14 Strength (Athletics) or Dexterity (Acrobatics) to try
to escape. On a success, the creature falls prone in an
• Sophisticated. A creature that who gives the djinni empty space within 5 feet of the elemental.
a piece of art or silk worth at least 250 gp gains
advantage on the next Charisma (Persuasion) check
they make to influence the djinni.
Keep that bottle away from me, wizard. I’ll have none of your tricks.
— Jabaari the Mighty
26 | ELEMENTALS
Fire Snake Mephit, Dust
• Warm-blooded. If the fire snake takes 5 or more cold • Hydrophilic. If the dust mephit is submerged or
damage from a single attack, its Heated Body trait stops splashed with 1 or more gallons of water, it loses its
functioning and its attacks do not deal fire damage vulnerability to fire as well as its Death Burst trait for 1
until the end of its next turn. minute.
• Command Dependent. When a salamander that the fire • Morbid Curiosity. Dust mephits are fascinated by the
snake can see is reduced to 0 hit points by a creature, macabre. They have disadvantage on Wisdom (Insight
the fire snake must succeed on a DC 12 Wisdom saving and Perception) and Dexterity (Stealth) checks while
throw or be frightened of that creature for 1 minute. they can see a dead creature or hear a discussion about
The fire snake can repeat the saving throw at the end of death.
each of its turns, ending the effect on a success.
Mephit, Ice
Galeb Duhr
• Brittle Body. If the ice mephit takes 10 or more
• Glyph-pair. Almost every galeb duhr not on its home bludgeoning damage from a single attack, it must make
Plane of Earth has been summoned by a spellcaster a DC 10 Constitution saving throw. On a failed save, the
and bound by a pair of glyphs or sigils, one carved into ice mephit is reduced to 0 hit points and the range of its
its body and one into nearby stone, that bind it to the Death Burst trait extends to 10 feet instead of 5.
plane. Each carved glyph (18 AC, damage threshold
8, 20 hit points, and immunity to psychic and poison • Sadistic. Ice mephits are fascinated by discussions or
damage) can be destroyed with a successful dispel acts of torture. They have disadvantage on Wisdom
magic spell (8th level or DC 18). Destroying a carving (Insight or Perception) and Dexterity (Stealth) checks
weakens the galeb duhr’s ties to the Material Plane, while they can see or hear a creature being tortured, or
causing it to take 40 damage that cannot be reduced in hear a discussion about torture.
any way. A creature can use an action to make a DC 16
Intelligence (Investigation) check to locate the glyph, Mephit, Magma
discovering its location on a success.
• Solidify. If the magma mephit is reduced to 0 hit points
• Geology Nerd. A galeb duhr is an expert of stone. If by cold damage, all creatures within 5 feet of it have
a creature the galeb duhr can hear says something advantage on the saving throw against its Death Burst.
incorrect about the geology of the nearby landscape,
the galeb duhr must make a DC 15 Wisdom saving • Witless. Magma mephits can’t help but engage with
throw or blurt out corrections and factoids, possibly challenges of wit, despite their complete lack thereof.
giving up secrets or hidden locations in its excitement, They have disadvantage on Wisdom (Insight or
and causing it to lose the benefits of False Appearance Perception) and Dexterity (Stealth) checks while they
for 1 minute. can hear witty repartee.
Gargoyle Mephit, Mud
• Sunlight Petrifaction. If the gargoyle starts its turn • Dilute. If a creature restrained by the mud mephit’s
in sunlight, it must succeed on a DC 15 Constitution Mud Breath is splashed with 1 or more gallons of water,
saving throw or become petrified until the end of its that creature has advantage on their next Dexterity
next turn. saving throw to escape.
• Tethered. A gargoyle can only venture 1 mile from its • Habitual Whiners. Mud mephits love to complain and
home structure unless they are on an elemental plane. commiserate. They have disadvantage on Wisdom
(Insight or Perception) and Dexterity (Stealth) checks
Invisible Stalker while they can hear someone complaining.
• Ionized. If the invisible stalker is subjected to lightning Mephit, Smoke
or thunder damage, it becomes visible as a vague,
shimmering outline until the end of its next turn. • Insubstantial. A smoke mephit treats a strong wind
(such as that created by the gust of wind spell) as
Magmin difficult terrain. Additionally, a smoke mephit has
disadvantage on attacks while it is within a strong
• Pyromaniac. If the magmin is subjected to fire damage, wind.
it must make a successful Wisdom saving throw or
become charmed by the creature who dealt the damage • Bullies. Smoke mephits can’t help but engage with
until the end of the magmin’s next turn, and the mockery. They have disadvantage on Wisdom (Insight
magmin is set ablaze (as per its Ignited Illumination or Perception) and Dexterity (Stealth) checks while
trait). The DC is 10 or half the damage, whichever is they can hear someone being mocked.
higher.
Mephits. Bah! Terrible, nasty things that are
Marid always up to no good. Though, they do make
quite the satisfying piñata.
• Out of its Element. Unless the marid is submerged in — Jabaari the Mighty
water, it has disadvantage on Trident attacks.
• Storykeeper. A creature who succeeds on a DC 16
Charisma (Performance) check to dramatize an
exceptional, previously-unheard story gains advantage
on the next Charisma (Persuasion) check they make to
influence the marid.
ELEMENTALS | 27
Mephit, Steam Water Weird
• Condensation. Whenever the steam mephit takes cold • Freeze. If the water weird takes cold damage, it
damage, its speed is reduced by an amount equal to the partially freezes. While frozen in this way, it is visible
damage taken. even when underwater until the end of its next turn.
• Domineering. Steam mephits can’t help but engage Xorn
with bossy behavior. They have disadvantage on
Wisdom (Insight or Perception) and Dexterity (Stealth) • Homesick. Because the xorn wants nothing more
checks while they can hear someone being bossed than to be on its home plane where it does not need
around. to scavenge for sustenance, it chooses to fail any save
against the banishment spell or a similar spell or effect
Salamander that would send it to its home plane.
• Warm-blooded. If the salamander takes 15 or more • Hangry. Because it is difficult for a xorn to find enough
cold damage from a single attack, its Heated Body sustenance outside of its home plane, they are very
trait stops functioning and its attacks do not deal fire thankful to any creature who gifts them a sizable sum
damage until the end of its next turn. in metals or gems. If the xorn is given a total of 250 gp
or more worth of coin, gems, or other precious metallic
• Proud Craftsfolk. A creature can use the enmity or gem-encrusted objects, it must make a DC 14
between the salamanders and the azers to their Wisdom saving throw. On a failed save, it is charmed
advantage. By praising the salamander’s craftsmanship by the giver for 1 hour.
over that of the azer’s, a creature gains advantage on
the next Charisma (Persuasion) check they make to Do not scorn the forlorn Xorn. Be kind and find
influence the salamander. it peace of mind.
— Jabaari the Mighty
28 | ELEMENTALS
Fey Constitution saving throw, ending the effect on herself
on a success.
Tangling with the Fey? I’m your girl. Call me Gossip. Can I • Joy From Pain. The hag delights in the misery of
have your name before we start? No? Good, you already others. When she witnesses another creature suffering
know something. That’s the oldest trick in their book. But be physically or emotionally, she must make a Charisma
careful, they have others... I wasn't born to be three feet tall, (Deception) check to avoid making her enjoyment
you know? Just let a fairy take my measurements for a dress. known. A creature whose passive Wisdom (Insight)
Walked a long way since then, but that mistake I never tried is equal to or greater than the hag’s Deception
to fix. Folks underestimate the small, the frail, the jolly. Like check notices her reaction. A creature who notices
they’ll underestimate most Fey. Don’t! her reaction to misery automatically succeeds on
Intelligence (Investigation) checks to discern that the
Fey are of emotion and drama, and live by their stories. Learn hag is disguised by her Illusory Appearance ability.
the story, play your part just right, you’ll come out all the
better. Walk into the role of the victim and you’re crushed Writing a Poem
under centuries of precedent—you can fight the Fey, but
you can’t fight the Feywild. Now, let’s see which stories I can A poem that can invoke a green hag’s disgust must have the
share for a trinket, a trifle, the kindness in your eyes, or three right length, meter, imagery, and themes of hope and positivity.
moments of your time… Composing an adequate short piece takes 1 hour of work and a
successful DC 15 Intelligence (Performance) check. A hag is only
Gossip (she/her, Chaotic Good) is a deceptively childlike, revulsed if she is hearing a given poem for the first time.
halfling-sized human, stolen away into the Feywild at
an early age. In her journey, she lost her name, height, Pixie
and memory of her homeworld, but has since grown (in
a sense) to become an expert on the Plane of Faerie. She • In a Bottle. While the pixie is trapped in a bottle or
always wears a knowing smirk and a whole lot of fey other sealed container, it is incapacitated.
trinkets—found, gifted—or claimed as trophies.
• Giggling Fits. When a pixie denies its involvement
Blink Dog in mischief or trouble, it must succeed on a DC 12
Charisma saving throw or giggle uncontrollably until
• Instinctual Displacement. The blink dog has the end of its next turn. While giggling, a pixie glows
disadvantage on attack rolls against a creature who is faintly and cannot benefit from being invisible.
affected by any spell from the school of illusion.
Everyone thinks they’re the hero of their own story,
• Hounds of Faerie. Fey creatures or creatures with the yes? Not hags. The hag knows she’s the villain. She
Fey Ancestry trait have advantage on Wisdom (Animal delights in it. Keep that in mind if you must deal with
Handling) checks and Charisma checks made to one. Offer her a better target than yourself to screw
interact socially with the blink dog if the blink dog can over! If you’re moral, though, you won’t like who a
understand their words. hag considers a better target…
— Gossip
Dryad
FEY | 29
• Treebound. Whenever the dryad’s tree takes damage,
the dryad takes 3 (1d6) psychic damage. If the tree
is destroyed, the dryad can no longer cast spells or
use her Tree Stride trait, and becomes hostile to all
creatures.
• Soft Core. A creature who convinces the dryad it is
motivated by love has advantage on ability checks
made to interact socially with the dryad.
A Dryad’s Tree
Most dryads are bound to a tree. A typical dryad’s tree is a Huge
object with AC 13, 50 hit points, resistance to bludgeoning and
piercing damage, immunity to psychic damage, and vulnerability
to fire damage. The tree recovers 10 hit points whenever the
dryad finishes a long rest within 10 feet of it.
Green Hag
• Pain From Joy. A creature can use their action to
make a DC 20 Charisma (Performance) check and
deliver a powerful reading of a poem. On a success,
each green hag who can hear the reading within 30
feet of the creature is poisoned for 1 minute. While
poisoned in this way, a hag has disadvantage on saving
throws other than Constitution saving throws. At the
end of each of her turns, the hag can make a DC 15
Satyr Sea Hag
• Contagious Revelry. If the satyr starts its turn within • Self-image Issue. The hag is mystically blind to her
30 feet of a creature playing a musical instrument with own horrid appearance. A creature who magically
which it is proficient, the satyr must succeed on a DC mimics the hag’s appearance is invisible to the hag.
10 Wisdom saving throw or start to involuntarily dance
until the end of its turn. While dancing, the satyr loses • Foul is Fair. A creature who looks or smells repulsive
its Magic Resistance trait and its speed is halved. has advantage on Charisma checks made to influence
the hag.
• Party Games. In a festive environment, creatures have
advantage on Charisma checks made to entice the satyr Sprite
into any sort of competition. A creature who bests the
satyr in such a competition has advantage on all ability • Peace Offering. If the sprite is given a trinket as a gift,
checks made to interact socially with the satyr until it it must succeed on a DC 10 Wisdom saving throw or
loses a similar competition against the same satyr. become charmed by the gift giver for one hour or until
the creature or its companions does anything harmful
The Wild Hunt on the displacer beasts: a powerful to the sprite or the sprite’s companions.
story, made stronger by spilled blood. Its echoes
tie the beasts and the blink dogs generations later, • Vibe Check. A creature has advantage on Charisma
scarring their unconscious minds—a dog who catches (Deception and Persuasion) checks made to interact
a whiff of illusion as it bites will overcorrect, as socially with the sprite if it agrees to be targeted by the
if facing a beast. A beast who feels the thrum of sprite’s Heart Sight action without showing hesitation.
translocation will reel from the slaughter of its
ancestors. Blood never sleeps.
— Gossip
30 | FEY
Fiends • Blind Devotion to Yeenoghu. A creature who eats the
uncooked flesh of a recently deceased creature can
There are Nine Hells and an unknowable number of Abyssal make a DC 11 Charisma (Deception or Persuasion)
check to convince the gnoll that they are also a devotee
layers. The devils and demons below will never stop their of Yeenoghu. If the creature succeeds on the check, the
gnoll and its allies become non-hostile to the creature.
incursions into the other planes, claiming the lives of If the gnoll or its allies have been harmed, the check is
made with disadvantage.
countless innocents. The devils claim that they fight a
Hell Hound
just war, but they waste their time swindling mortals and
• Sensitive Nose. The hell hound has disadvantage on
bartering with souls. Those wretched worms are just as saving throws against smell-based effects, such as the
spells cloudkill and stinking cloud.
corrupt as the rest of the scum from below. And the demons…
• Food-Motivated. If the hell hound can see meat, it must
most mortals stand no chance against their twisted whispers succeed on a DC 12 Wisdom saving throw or spend its
turn moving toward and then greedily eating that meat.
or their perverse forms. If the hell hound’s master prevents the hell hound from
eating the meat, they must make a DC 13 Charisma
Their endless march stops with me. Let me teach you what I (Intimidation) check against the hell hound. On a
failure, the hell hound treats that creature as hostile.
have learned from eons of war. Take my secrets and take up
Nightmare
arms, and banish these vile creatures back to the foul pits
• Snuffed Flames. If the nightmare starts its turn
they came from! within winds created by a spell or magical effect, the
nightmare takes 9 (2d8) cold damage and its flames are
Rohanna (she/her, Neutral) is a fallen angel (planetar) extinguished. Additionally, it ceases to shed any light
who lives on the Material Plane. Rohanna despises Fiends and its Hooves attack does not deal fire damage until
of all kinds, and fell from grace when she slew innocents the start of its next turn as the flames along its mane,
to stop the spread of demonic corruption. Rohanna wears tail, and hooves are extinguished.
a mask to cover her face, which is stained with the blood-
red tears she wept while she carried out this slaughter. • Lead a Horse to Blood. A creature can temporarily
Banished and stripped of her wings, Rohanna now lives bind a nightmare to its service if the nightmare does
in solitude. She spends her time recording her knowledge not serve another master. A creature can offer a gallon
of Fiends and (more importantly) how to defeat them. of blood to the nightmare to drink. Once the nightmare
drinks it, it obeys the creature who offered the blood
Cambion for 24 hours or until the nightmare is reduced to 0 hit
points.
• Holy Vulnerability. If the cambion takes 10 or more
radiant damage from a single source, it loses its Cakes and pies reveal where the night hag lies.
Fiendish Blessing trait for 1 minute. — Rohanna
• Holy Protection. Creatures carrying a holy symbol of a FIENDS | 31
Good-aligned deity have advantage on saving throws to
resist the cambion’s Fiendish Charm action.
Night Hag
• She’ll Have Your Cake and Eat It, Too. The night hag
delights in stealing sweet treats, both to satisfy her
unyielding sweet tooth and to deprive other creatures
of pleasure. The night hag must consume a sweet treat
baked by a mortal while in the Material Plane before
she can use her Nightmare Haunting ability.
• Sustained by Souls. A night hag’s Soul Bag is an
object with an AC of 10, 13 hit points, and can only
be damaged by fire damage or slashing damage from
magical weapons. If a night hag’s Soul Bag is destroyed,
the night hag takes 20 damage and can’t use her
Nightmare Haunting action until she creates a new
Soul Bag. Additionally, when the night hag’s Soul Bag
is destroyed, the soul inside escapes, manifesting as
an evil spirit. This spirit uses the stat block of a specter
and is hostile to all creatures.
Gnoll Fang of Yeenoghu
• Who’s Laughing Now. A creature within 30 feet of the
gnoll can use its bonus action to laugh at the gnoll.
If they do, the gnoll must make a DC 12 Wisdom
saving throw. On a failed save, the gnoll must spend
its turn moving to and attacking that creature if that
creature is within 30 feet. It makes attacks against
that creature with advantage, but attack rolls against
it have advantage until the start of its next turn. If the
gnoll is already within 5 feet of a different creature it
automatically succeeds against this saving throw.
Rakshasa Chain Devil
• Blood Weakness. If a creature casts a spell using one • Cross-Chained. One creature grappling the chain devil
drop of the rakshasa’s blood as an additional material can use one of the chain devil’s chains as a weapon.
component, the spell ignores the rakshasa’s Limited The chain is a martial melee weapon with 10-foot reach
Magic Immunity trait. that deals 7 (2d6) slashing damage on a hit. If a creature
uses the chain devil’s chains to make an attack, the
• Infernal Accent. Although a rakshasa can hide its form chain devil only makes one Chain attack when it takes
through the spell disguise self, it has more difficulty the attack action on its next turn.
masking its natural voice. A creature who knows
Infernal can make a DC 20 Intelligence check when • Sadist. A creature can convince the chain devil that
they hear a rakshasa speak a language. On a successful they share its sadistic nature. If the chain devil sees the
check, they realize that the rakshasa is a disguised creature deal 5 or more damage to another creature,
Fiend. that creature has advantage on the next Charisma
(Deception or Persuasion) check made to influence the
Devils chain devil.
Barbed Devil Erinyes
• Easily Entangled. The barbed devil’s barbs catch • Armor of the Nine Hells. Improvised weapon attacks
easily on vines, nets, or other similar restraints. They with holy water ignore the erinyes’s plate armor. The
have disadvantage on saving throws and checks made erinyes’s AC is 13 while being attacked with holy water,
against being restrained from an entangling source, and holy water deals an extra 7 (2d6) radiant damage to
such as by nets, the entangle spell, or other similar the erinyes. In addition, its unholy plate armor becomes
effects. damaged and takes a permanent and cumulative −1
penalty to the AC it offers. The armor is permanently
• Unabashed Greed. Creatures have advantage on destroyed if the penalty reduces its AC to 13.
Charisma checks made to bribe barbed devils.
• Servants of Asmodeus. Although erinyes serve many
Bearded Devil masters, they seek to curry favor with Asmodeus over
all others. An erinyes prioritizes reporting powerful
• Severed Tendrils. If the bearded devil takes 10 or secrets and the weaknesses of powerful beings
more slashing damage from a single attack, its beard is over completing their current task if it seems more
damaged and it has disadvantage on attacks it makes important. Creatures have advantage on Charisma
with its beard for 24 hours. (Deception or Persuasion) checks made to cease
hostilities with an erinyes if the creature shares a
• Subservient Instincts. A bearded devil is deferential weakness or secret of a Celestial or Fiend (demon) with
to other creatures with telepathy, who usually a CR of 10 or greater.
command squadrons of bearded devils in the Nine
Hells. If a creature communicates with a bearded devil Ice Devil
telepathically, the bearded devil has disadvantage on
its initiative roll as it awaits orders. • Chitinous Body. The ice devil counts as a Large
crystalline object for the purposes of effects that cause
Bone Devil additional harm to objects, such as the shatter spell and
adamantine weapons.
• Rattled. If a bone devil takes thunder damage, it must
make a Constitution saving throw with a DC equal to • Ambitious. The ice devil seeks promotion above all
half the damage taken or have its fly speed reduced to 0 else. Creatures gain advantage on Charisma (Deception
until the end of its next turn. and Persuasion) checks when offering the ice devil 2 or
more soul coins or the favor of stronger devils.
• Terms and Conditions. A bone devil is eager to
undermine others by finding loopholes or technicalities Imps delight in playing dragonchess instead of
in contracts written by lesser devils. Creatures have carrying out their duties. How typically ignoble.
advantage on Charisma (Persuasion) checks made They aren’t even good at the game.
to enlist a bone devil’s help in examining contracts, — Rohanna
and the bone devil has advantage on Intelligence
(Investigation) or Wisdom (Insight) checks made to Imp
study contracts. A bone devil does not gain this bonus
if reading a contract written by a creature of CR 9 or • Shapechange Disruption. If the imp takes damage
higher, and they will refuse to aid creatures in reading from a silvered weapon while polymorphed in a beast
contracts written by archdevils. form, it must succeed on a DC 10 Constitution saving
throw or revert to its normal form.
Horned Devil
• Checkmate. If the imp loses at a game of dragonchess
• Holy Resistance. Creatures carrying holy symbols lose or other board game, they are teleported back to the
half as many hit points from infernal wounds inflicted Nine Hells.
by the horned devil’s Tail attack. Additionally, pouring
holy water on the infernal wounds causes them to close
instantly, and the creature regains 3 (1d6) hit points.
• Cowardly Bullies. Although fearsome, horned devils
are extremely lazy and surprisingly craven when faced
with stronger threats. Creatures have advantage on
Charisma (Intimidation) checks made to intimidate the
horned devil when the horn devil is outnumbered by 6
to 1 or more.
32 | FIENDS
Lemure Barlgura
• Demon Fodder. A lemure takes 2 (1d3) bludgeoning • Reckless Redirect. If the barlgura attacks recklessly
damage if it attacks a creature wearing heavy armor. and misses an attack against a creature taking the
In addition, any melee attack roll made with advantage Dodge action for the first time on a turn, that attack
that hits the lemure is a critical hit. targets a random creature within 5 feet of the barlgura
(making a new attack roll without advantage).
• Lowest on the Totem Pole. The lemure has
disadvantage on attacks against creatures who speak • Hunter’s Respect. Creatures bearing trophies from
Infernal in its presence. other creatures with a CR of 5 or higher (such as
the head of a dragon) have advantage on Charisma
Pit Fiend (Deception, Intimidation, or Persuasion), checks to
influence the barlgura.
• Bruised Ego. If a creature deals 45 or more damage to
a pit fiend in a single turn, the pit fiend must make a
DC 20 Wisdom saving throw. On a failure, the pit fiend
loses its Fear Aura trait for 1 minute.
• Angel’s Blessing. A creature who carries one or more
feathers gifted by a Celestial with a CR of 10 or
greater has advantage on saving throws against
spells cast by the pit fiend.
Spined Devils
• Brittle Spines. If the spined devil takes 4 or
more bludgeoning or slashing damage from a
single attack, 1d6 of the devil’s spines break.
• Easily Intimidated. Creatures size Large
or larger have advantage on Charisma
(Intimidation) checks made to intimidate the
spined devil.
Succubus/Incubus
• Armor of Piety. Creatures weaning holy symbols
have advantage on saving throws against an incubus
or succubus’s charm.
• Allergic to Scripture. If a creature spends its
action to recite holy scripture, the incubus or
succubus must make a DC 13 Wisdom saving
throw. On a failure, the succubus takes 6
(1d12) psychic damage, and it reverts to its
original form if it has polymorphed using its
Shapechanger trait. If the incubus or succubus
succeeds on this saving throw, they become
immune to this effect for 1 hour.
Demons
Balor
• With a Whimper, not a Bang. The balor is used
to crushing its enemies decisively, and its rage
grows over the course of a prolonged battle.
Each time the balor takes 25 or more damage
that isn’t cold damage it gains a fury point. If
the balor dies with 7 or fewer fury points, its
Death Throes trait does not activate.
• Monologuing Braggarts. A creature can
use their action to make a contested Charisma
(Intimidation) check against the balor by
boasting about their accomplishments. If that
creature succeeds, they goad the balor into
spending its action on its turn to brag about its own
accomplishments and prowess. A creature can keep
the balor monologuing for up to 1 minute for as long as
it uses its action to beat the balor’s contested check. The
balor stops bragging if it takes more than 25 damage
over the course of its bragging, or if it is subjected to a
condition.
FIENDS | 33
Chasme hands to make a rude gesture back at that creature.
While doing so, the marilith loses one Longsword
• Counterpoint. A creature has advantage on saving attack as part of its multiattack. The marilith can use
throws made against the chasme’s Drone trait if they up to three of its hands to make rude gestures at a time.
start their turn within 15 feet of an instrument being It continues to make a rude gesture until the creature
played. who originally made the gesture doesn’t use a bonus
action to maintain the gesture, until the creature leaves
• Sadist. A creature can convince the chasme that the marilith’s vision, or until the marilith is reduced to
they share its sadistic nature. If the chasme sees the 60 or fewer hit points.
creature deal 5 or more damage to another creature, • High Minded. Creatures using physical costumes to
that creature has advantage on the next Charisma disguise themselves as demons covered in gore have
(Deception or Persuasion) check made to influence the advantage on Dexterity (Stealth) checks to avoid being
chasme. noticed by the marilith.
Dretch Manes
• Nullified Stench. A creature whose nose is plugged or • Repelled by Good. Manes have disadvantage on attacks
cannot smell has advantage on saving throws against they make against creatures bearing holy symbols of
the dretch’s Fetid Cloud action. Good-aligned gods.
• Self-Loathing. A creature can use their action to insult • Mindless Worship. If the manes unexpectedly sees a
the dretch in Abyssal. When they do, the dretch must demon lord or the illusion of one, it must succeed on a
succeed on a DC 12 Wisdom saving throw or gain two DC 13 Intelligence check. If it fails, it spends its next
levels of exhaustion. turn moving as close as possible to the demon lord. If it
moves within 5 feet of the demon lord, it must spend its
Glabrezu action to fall to the ground in supplication.
• Break, Don’t Bend. A creature who successfully Nalfeshnee
uses its action to escape the grapple of the glabrezu’s
pincer using Strength can attempt to further force • The Bigger They Are. If the nalfeshnee is knocked
open the pincer as a bonus action. When this happens, prone or is otherwise caused to fall while flying, its
the glabrezu and the escaped creature must make corpulent bulk causes it to take 1d12 bludgeoning
contested Strength checks. If the escaped creature damage per 10 feet fallen instead of 1d6 damage.
succeeds, the glabrezu takes 11 (2d10) bludgeoning
damage and the glabrezu makes further attacks with • Feast of Flesh. If the nalfeshnee is offered the flesh of a
that pincer with disadvantage for 24 hours. Humanoid creature, it becomes non-hostile for 1 hour
or until it or its allies are attacked.
• Bound to Service. The glabrezu is a rare demon who
prefers to corrupt mortals rather than destroying Shadow Demon
them outright. Creatures have advantage on Charisma
(Deception or Persuasion) checks made to convince • Repelled by Positivity. If a shadow demon starts its
the glabrezu that they will carry through on demonic turn within 30 feet of creatures telling a happy story,
bargains. the shadow demon must make a DC 15 Wisdom saving
throw. On a failed save, the shadow demon makes all
Goristro attack rolls with disadvantage. The shadow demon may
repeat the saving throw at the end of each of its turns.
• Momentum. If the goristro misses with a Gore attack On a success, the shadow demon is immune to this
using its Charge trait against a creature using the effect for 24 hours.
Dodge action, that creature can use their reaction to
cause the goristro’s attack to hit a target within 5 feet • Warded Thoughts. A creature who can prevent their
of it. thoughts from being read (e.g., a creature wearing a
ring of mind shielding) or is immune to being frightened
• Charging Bull. If a creature the goristro can see within has resistance to psychic damage dealt by the shadow
40 feet waves a red flag, cape, or other similar object, demon.
the goristro must make a DC 14 Intelligence saving
throw. On a failed save, the goristro must move towards Quasit
and attack the creature on its next turn. If the goristro
cannot reach the creature, it will Dash, forgoing an • Form Reversion. If the quasit takes radiant damage
attack, to get as close as possible. while polymorphed into a beast form, the quasit must
succeed on a DC 10 Constitution saving throw or revert
Hezrou to its normal form.
• Nullified Stench. A creature whose nose is plugged has • Foul Temper. If a creature insults the quasit with
advantage on saving throws against a hezrou’s Stench profanity in Abyssal, the quasit uses its reaction to
ability. shout obscenities back at the creature (even if the
quasit is invisible.)
• Blind Faith in Authority. Hezrous have disadvantage
on Wisdom (Insight) checks to determine if a creature Foul little pests, Quasits. Easily revealed
is lying when the name of a more powerful demon is through light or spite.
invoked. — Rohanna
Marilith
• Incorrigible Rudeness. A creature can use their bonus
action to make a profane gesture at the marilith. When
it does so, the marilith must make a DC 16 Wisdom
saving throw. On a failure, the marilith uses one of its
34 | FIENDS
Vrock Mezzoloth
• Dampened Screech. Creatures with ear coverings have • Between the Prongs. A creature wielding a two-handed
advantage on saving throws against a vrock’s Stunning melee weapon who can see the mezzoloth can use their
Screech action. reaction to catch the trident between the prongs with
their own weapon. If they do, they add 5 to their AC
• Covetous. If a vrock sees 100 gp or more worth of against that trident attack.
treasure in the possession of another vrock, it must
make a DC 14 Wisdom saving throw. On a failed save, • Violence and Reward. Creatures have advantage on
the vrock is overtaken by its covetous urges for 1 Charisma checks to convince a mezzoloth to perform
minute. During this time, it treats other vrocks with acts of violence when offering it gold or treasure.
treasure as hostile.
Nycaloth
Yochlol
• Holy Resistance. Creatures carrying holy symbols
• Protective Salve. A creature can use their action lose half as many hit points from fiendish wounds
to douse themself in holy water, which covers them inflicted by the nycaloth’s Claw attack. Additionally,
for 1 minute. A creature who does so has resistance pouring holy water on the fiendish wounds inflicted
to poison damage a yochlol would deal, and has by the nycaloth causes them to close instantly, and the
advantage on Constitution saving throws against the creature regains 2 (1d4) hit points.
effects of a yochlol’s Mist Form.
• Smug Overconfidence. If the nycaloth is affected by
• Devotion to Lolth. A yochlol does not tolerate a mirror image spell, a creature within 10 feet of it
insubordination against Lolth. If the Shapechanged can use its action to study the nycaloth. That creature
yochlol hears a creature speak litanies against Lolth in makes a DC 15 Wisdom (Insight) check. On a success,
Abyssal, the yochlol must make a DC 16 Wisdom saving it recognizes the real nycaloth, and creatures who
throw. On a failure, that creature can see through can hear them point out the original nycaloth are not
the yochlol’s Shapechanger trait as its eyes reveal its affected by the nycaloth’s mirror image spell.
demonic nature.
Ultroloth
Yugoloths
• Blocked Gaze. A creature who wears colored glasses
Arcanaloth or goggles has advantage on saving throws against the
ultroloth’s Hypnotic Gaze.
• Powerful Teleportation. A creature grappling the
arcanaloth is teleported along with it when it uses its • Self-Serving Mercenary. Serving no master but
Teleport action. themselves, ultroloths wage war for power and profit. A
creature gains a +1 bonus to Charisma checks to bribe
• Battle of Wits. A creature can use their action to state the ultroloth for every 1,000 gp worth of treasure that it
a riddle out loud. If the arcanaloth is either magically offers (maximum of +10).
disguised or invisible and can hear the riddle, it
must make a contested Intelligence check against
the creature who stated the riddle. If the arcanaloth
fails, it drops its concentration, reveals its true form,
and demands to hear the answer to the riddle. If the
arcanaloth succeeds on the check, it is immune to this
effect for 24 hours.
FIENDS | 35
Giants advantage. After the rage ends, the fomorian is immune
to this effect for 1 minute.
Hi! I’m Graffindel Brighteyes, but everyone calls me Graffy. • It Should Have Been Me. A creature who successfully
My mom and I live in the Dessarin Valley, but she’s a famous convinces the fomorian that it believes fomorians are
giant slayer, so she’s on the road a lot. It’s cool that she gets the rightful rulers of the Feywild has advantage on its
to protect people from getting squished and stuff. Sometimes next Charisma check made to influence the fomorian.
I get to go with her if I promise to stay out of sight and far
away up in a tree or behind a big rock. I think giants are Gossip has it the fomorians are *really*
so fascinating, though, I can’t stay away for long! If I time
it just right, I can get a little closer and really learn a lot bitter about that whole Feywild thing.
about what’s going on in those massive heads. I’ll tell ya, I’ve
definitely discovered a few tricks and weaknesses that most — Graffy
people don’t know about.
Half-Ogre
Sometimes, while my mom is out on the road, I get to stay
with my Uncle Thwip in Hundelstone. He’s super cool and • Furious Temper. A creature can use a bonus action
shows me all of his new inventions. He’s real interested in to taunt the half-ogre, forcing it to make a DC 12
what I’ve been learning about giants. I guess they’ve had Wisdom saving throw. On a failed save, the half-ogre
some close calls up there in the North. It’d be amazing if what has disadvantage against other creatures until the end
I’ve learned could really help somebody! of its next turn. On a successful save, the half-ogre is
immune to taunts by that particular creature for 24
Graffy (they/them, Chaotic Good) is an inquisitive young hours.
rock gnome who always wants to know how things
work and what makes creatures tick. Nothing can shake • Pack Squabblers. If the half-ogre believes an ally
Graffy’s optimistic attitude and boundless curiosity, and insulted it, the half-ogre must succeed on a DC 12
they always have their field journal at the ready. Because Wisdom saving throw or start a fight with that creature.
of their youth and insatiable inquisitiveness, however,
they often get closer than they should to dangerous Giant, Fire
situations.
• Fog of War. If the giant takes cold damage from an
Cyclops area effect, it must succeed on a DC 12 Wisdom saving
throw or have disadvantage on attack rolls until the
• Awed State. If a creature casts a spell of 1st level or end of its next turn as steam billows up around it. On
higher that produces a visual effect within 60 feet of a successful save, the giant becomes immune to this
the cyclops (such as a pyrotechnics spell), the cyclops effect for 24 hours.
must succeed on a DC 10 Wisdom saving throw or
become charmed by the creature until the end of its • Here Comes the General. The giant has disadvantage
next turn. On a successful saving throw, the cyclops is on Wisdom (Insight) checks to determine if a creature
immune to this effect for 24 hours. is lying when the creature invokes the name of the
giant’s superior.
• Get Off My Lawn. A creature has advantage on
Charisma (Persuasion) checks to reduce hostilities with
the cyclops if the creature agrees to leave it alone in
peace.
An old wizard once told me that the surest
way to best a cyclops is to give 'em a bit of
the ol’ razzle dazzle.
— Graffy
Ettin
• Head Rush. If the ettin is poisoned, it loses the benefits
of its Two Heads trait for the duration.
• Distant Relations. A creature who appears to be an orc
or half-orc has advantage on Charisma (Persuasion)
checks to influence the ettin.
Fomorian
• Wretched Glance. If the fomorian sees itself in a
reflective surface within 10 feet of it, it goes into a fit
of rage until the end of its next turn. During this rage,
the fomorian has advantage on attack rolls, but it loses
its Evil Eye capability and attack rolls against it have
36 | GIANTS
A wizard transfixes a cyclops with a flashy spell.
GIANTS | 37
Giant, Cloud Ogre
• Hay Fever. If the giant moves within 15 feet of a mold • Analysis Paralysis. The ogre has disadvantage on
or fungus for the first time on a turn or starts its turn attack rolls if it is within 5 feet of four or more hostile
there, it must make a DC 20 Constitution saving throw. creatures who are Medium or smaller.
On a failed save the giant suffers an allergy attack,
has disadvantage on Wisdom (Perception) checks • Starry-Eyed. The ogre has disadvantage on ability
that rely on smell, and loses its ability to maintain checks while a creature regales it with tales of meeting
concentration. The giant can use an action to make a giants. This effect ends if the ogre takes damage.
DC 12 Wisdom (Medicine) check, ending the effect on
a success. On a successful save, the giant is immune to Oni
this effect for 24 hours.
• The Nightmare’s Nightmare. The oni has disadvantage
• All In. A creature who wins a bet against the giant has on attack rolls against creatures who are immune to
advantage on Charisma checks to influence the giant fear.
for 1 hour.
• Can’t Hide the Feeling. An oni’s desire for magic is so
Giant, Frost strong that it must succeed on a DC 14 Wisdom saving
throw or momentarily revert to its true form if given an
• Wavering Bravado. If the frost giant does not Uncommon or rarer magic item.
cause damage with its first melee attack against a
creature on a turn, the giant must succeed on a DC Troll
15 Wisdom saving throw or become embarrassed. A
giant embarrassed in this way is unable to attack that • Billy Goat Rage. If the troll is within 60 feet of a living
creature again until the start of the giant’s next turn, goat that it can see, the troll has disadvantage on attack
unless no other hostile targets are within range. rolls against any other target.
• Might Recognizes Might. Creatures who present the • Ravenous Hunger. A creature has advantage on
giant with a trophy from a slain Huge or larger creature Charisma (Persuasion) checks to convince a troll to
have advantage on Charisma checks to influence the accept an offering of meat. The check automatically
giant. succeeds if the meat is from a goat. On a successful
check, the troll has disadvantage on Wisdom
Giant, Hill (Perception) checks for 1 minute while it consumes its
food. This effect ends if the troll takes damage.
• Beauty Is in the Nose of the Beholder. When sprayed
with perfume (vial), the giant must make a DC 10 It seems like a troll will do ANYTHING for
Constitution saving throw. On a failed save, the giant food—but, oh boy, watch out if there are
becomes poisoned for 1 minute. A poisoned giant can any gruff goats around!
repeat the saving throw at the end of each of its turns. — Graffy
On a successful save, the giant is immune to this effect
for 24 hours.
• Puzzled Puzzler. When presented with a riddle,
the hill giant must succeed on a DC 10 Intelligence
saving throw or become incapacitated for one minute
as it puzzles it out. On a successful save, the giant is
immune to this effect for 24 hours.
Giant, Stone
• Everyone’s a Critic. If a stone giant misses on a ranged
attack, the target can, as a reaction, make a disparaging
comment about the giant’s rock-throwing form. The
giant must succeed on a DC 14 Wisdom saving throw
or become rattled until the end of its next turn. A
rattled giant has disadvantage on ranged attacks. On
a successful saving throw, the giant is immune to this
effect for 24 hours.
• Lost in the Dreamscape. If a non-hostile creature
begins describing its latest dreams to the giant, the
giant must succeed on a DC 14 Wisdom saving throw.
On a failed save, the giant becomes charmed for 1
minute. On a successful save, the giant is immune to
this effect for 24 hours.
Giant, Storm
• Sunny Skies Ahead. If a storm giant takes radiant
damage, it loses its immunity to lightning and thunder
until the end of its next turn.
• Introvertive Exhaustion. The storm giant suffers one
level of exhaustion after speaking for 10 minutes with a
creature it has just met. The giant can only suffer from
this effect once per day.
38 | GIANTS
Humanoids (Insight) checks to determine how that information
affected the bugbear’s demeanor.
Mortal minds are an enigma. They can be incredibly resilient,
Bullywug
resistant to some of the most extreme forms of examination,
• Moist Complexion. If the bullywug takes fire damage
but prod them in just the right way and… they snap. Oh, just or is exposed to extreme heat for more than 10 minutes,
it must make a successful DC 10 Constitution saving
elucidating on the matter makes my tentacles aquiver with throw or suffer a level of exhaustion. The bullywug can
remove the levels of exhaustion it gained this way by
excitement. immersing itself in water.
My name is Zelic and I have left the hive behind to unravel • Regal Complex. Bullywugs desperately crave the fear
and respect of strangers to a fault. If a creature goes out
the mysteries of the Humanoid psyche. Each is unique: of its way to debase themself and show respect to the
bullywug, they gain advantage on Charisma (Deception
scintillating and so unlike the perfunctory brains of my lesser and Persuasion) checks against the bullywug.
kin. In this journal, I have begun to document my research, Drow
but procuring subjects is sometimes a challenge. Perhaps I • Sensitive Eyes. While in darkness, if the drow is
exposed to bright light they must make a successful DC
shall travel to this Waterdeep and continue my work where 10 Constitution saving throw or become blinded until
the end of their next turn. If the drow’s saving throw is
no one will notice a few missing mortals. successful, they are immune to this effect for the next
10 minutes.
Zelic (they/them, Neutral Evil) is a ulitharid mind flayer
who has spent centuries researching Humanoid behavior • Blinded by Darkness. If a drow worships Lolth, they
and discovering its weaknesses. He was betrayed by his are more trusting of those who serve her more closely.
elder brain and had to flee his hive. Now he is constantly If a creature is, or is impersonating, a drow priestess
on the move, traveling from city to city to avoid gith of Lolth, they have advantage on Charisma (Deception
hunters such as Ulrad Krug, adventurers, or other mind and Persuasion) checks against the drow. This only
flayers. Zelic claims he is superior to Humanoids, but applies to drow who worship Lolth.
deep down, he is jealous of their emotional bonds and
connections. A humanoid brain is like a good book.
I’m reading this one for the third
Aarakocra time now.
— Zelic
• Caged Bird. Aarakocra have a fear of being grounded
and confined. If the aarakocra’s movement speed is HUMANOIDS | 39
reduced to 0, it must immediately make a successful
DC 11 Wisdom saving throw or become frightened of
whatever reduced its movement speed for 1 minute or
until it regains its movement.
• Eye Shine. Aarakocra have a warped sense of value
when it comes to shiny objects. If a creature presents
the aarakocra with a gem or a shiny object, the creature
has advantage on Charisma (Deception) checks to
upsell the value of the object.
Bugbear
• Conditional Cowardice. Whenever the bugbear starts
its turn with 10 hit points or fewer, it flees from any
hostile creatures, only using its action to Dash or
Disengage on its turns.
• Caught Off-Guard. Bugbears are used to surprising
others with their supernatural stealth but can be
flustered when caught off-guard themselves. If a
creature says something to a bugbear that truly
surprises it, the creature gains advantage on Wisdom
(Insight) checks to determine how that information
affected the bugbear’s demeanor.
Bugbear Chief
• Conditional Loyalty. If the bugbear chief is
outnumbered, whenever one of its allies is reduced to
0 hit points, it must make a successful DC 13 Wisdom
saving throw or use its next turn to take the Dash
action and move away from any hostile creatures
by the safest available route, abandoning its allies’
positions to protect itself.
• Caught Off-Guard. Bugbears are used to surprising
others with their supernatural stealth but can be
flustered when caught off-guard themselves. If a
creature says something to a bugbear that truly
surprises it, the creature gains advantage on Wisdom
Drow Elite Warrior Githyanki Warrior
• Bright Distraction. Bright light can throw even an elite • Soured Psionics. Githyanki have somewhat of a
warrior drow out of focus. The drow cannot use their disdain for those who remind them of psionic overlords
parry reaction against creatures holding or wearing they abandoned long ago. If a githyanki takes psychic
anything emitting a bright light. damage, it must make a successful DC 11 Wisdom
saving throw or its attacks against creatures other than
• Blinded by Darkness. If a drow worships Lolth, they the one that dealt psychic damage to it are made at
are more trusting of those who serve her more closely. disadvantage until the end of its next turn.
If a creature is, or is impersonating, a drow priestess
of Lolth, they have advantage on Charisma (Deception • Outplayed Expert. If the githyanki can be bested
and Persuasion) checks against the drow. This only in something it boasts that it is well-versed in, all
applies to drow who worship Lolth. Charisma (Intimidation and Persuasion) checks
made to influence it are made with advantage as it
Drow Mage begrudgingly accepts the skills of the one who defeated
it.
• Sunblighted Magic. If the drow is in bright light and
casts a spell that would require a creature in bright Githzerai Monk
light to make a saving throw, that creature can make
the saving throw with advantage. • Unexpected Order. Githzerai are so used to managing
chaos and disorder that consistency can throw them
• Blinded by Darkness. If a drow worships Lolth, they off guard. If a creature repeats the same actions it took
are more trusting of those who serve her more closely. in its previous turns, it can make a DC 12 Dexterity
If a creature is, or is impersonating, a drow priestess (Performance) check to mimic its previous actions
of Lolth, they have advantage on Charisma (Deception exactly. If successful, the githzerai does not benefit
and Persuasion) checks against the drow. This only from its Psychic Defense trait until the end of its next
applies to drow who worship Lolth. turn.
Drow Priestess of Lolth • We Don’t Talk About Illithids. If a creature provides
information about the whereabouts of mind flayers to
• Crisis of Faith. A priestess of Lolth may be heavily the githzerai, the next Charisma check they makes to
reliant on her power and could break under the influence the githzerai has advantage.
pressure of it failing. If a spell cast by the drow is
counterspelled, or if a demon she summons falls under Githzerai Zerth
the effects of the dominate monster spell or is reduced
to 0 hit points, the drow must make a DC 12 Wisdom • Unfocused Strikes. If the githzerai has disadvantage on
saving throw. On a failure, the drow must make a DC its attacks, any successful unarmed strikes it makes do
12 Wisdom saving throw every time she casts a spell; not deal the additional psychic damage.
on a failure, the spell has no effect and the spell slot is
lost. This effect remains until the next dawn. • We Don’t Talk About Illithids. If a creature provides
information about the whereabouts of mind flayers
• Sisters in Darkness. Drow priestesses have a kinship to the githzerai, they have advantage on the next
with those who share their own title and status. If a Charisma check they make to influence the githzerai.
creature is, or is impersonating, a drow priestess of
Lolth, they have advantage on Charisma (Deception
and Persuasion) checks against the drow. This only
applies to drow who worship Lolth.
Duergar
• Psionic Break. The duergar gains vulnerability to
psychic damage when it is charmed or stunned, a
weakness caused by the tampering of mind flayers long
ago.
• Compulsive Critique. While in the presence of
buildings or objects of poor craftsmanship or non-
utilitarian decoration, the duergar has disadvantage on
any Wisdom (Perception) checks while it is distracted
by the imperfections of the structure or object in
question.
Githyanki Knight
• Reckless Untethering. If the githyanki makes an
attack with disadvantage, it also has disadvantage on
Charisma saving throws until the start of its next turn.
• Outplayed Expert. If the githyanki can be bested
in something it boasts that it is well-versed in, all
Charisma (Intimidation and Persuasion) checks
made to influence it are made with advantage as it
begrudgingly accepts the skills of the one who defeated
it.
40 | HUMANOIDS
Gnoll Grimlock
• Cruel Humor. If a creature who the gnoll can see • Auditory Overload. Grimlocks rely on sound to
suffers a critical hit or is reduced to 0 hit points, the perceive their surroundings, which means that loud
gnoll must make a successful DC 10 Wisdom saving noises can throw off their senses. If the grimlock takes
throw or fall prone laughing, becoming incapacitated thunder damage, it must make a successful DC 14
and unable to stand up. At the end of each of its turns, Constitution saving throw, or its next attack is made in
and each time it takes damage, the gnoll can make a random direction determined by a d8.
another Wisdom saving throw. The gnoll has advantage
on the saving throw if it’s triggered by damage it • Survival First. Most grimlocks do not have a need to
receives. On a success, it is no longer incapacitated be violent if they know they are safe. If the grimlock
from laughter and it is immune to Cruel Humor for 1 is convinced it is safe by a creature who makes a
hour. successful DC 12 Charisma (Persuasion) check and it
has access to relevant necessities (food, shelter, is able
• Bond of Blood. A creature allied with a member of the to move freely), it is no longer hostile toward whatever
gnoll’s pack makes Charisma (Persuasion) checks to creature is reassuring them, and if it was not hostile
influence the gnoll with advantage. previously, it becomes friendly.
Gnoll Pack Lord Half-Red Dragon
• Cruel Humor. If a creature who the gnoll can see • Draconic Arrogance. Half-Dragons may inherit
suffers a critical hit or is reduced to 0 hit points, the a dragon’s arrogance, which can lead to them
gnoll must make a successful DC 10 Wisdom saving underestimating their opponents. A creature who takes
throw or fall prone laughing, becoming incapacitated the Dodge action and succeeds on the saving throw
and unable to stand up. At the end of each of its turns, against the half-dragon’s breath weapon has advantage
and each time it takes damage, the gnoll can make on their next attack against the half-dragon.
another Wisdom saving throw. The gnoll has advantage
on the saving throw if it’s triggered by damage it • Favored Parent. Half-dragons typically favor either
receives. On a success, it is no longer incapacitated their human or dragon parent. Creatures have
from laughter and it is immune to Cruel Humor for 1 advantage on Charisma (Deception or Persuasion)
hour. checks to influence the half-dragon if they speak the
language of their favored parent (Common for human,
• Trophy Measuring. Gnoll Pack Lords wear grotesque Draconic for dragon). A creature who speaks the
trophies of their previous triumphs. A creature who language of its disfavored parent has disadvantage on
presents a trophy from a creature of CR 5 or greater has Charisma (Deception or Persuasion) checks made to
advantage on Charisma (Intimidation) checks against influence the half-dragon.
the gnoll.
Hobgoblin
Goblin
• Honor Be Damned. If the hobgoblin has 5 or fewer hit
• Premature Celebration. A creature who has taken points and there are no allies within 30 feet of it, it has
damage from the goblin’s attack can use its reaction to disadvantage on all attack rolls until it moves within 5
make a DC 12 Charisma (Performance) check to fall feet of an ally.
prone and feign a mortal wound. On a success, the
goblin celebrates its triumph and ignores the prone • Respectful Recognition. Most hobgoblins follow a code
creature for 1 minute or until it moves. Additionally, of conduct when it comes to most dealings in their
the next attack roll the creature makes against the lives, and have an understanding of its importance.
goblin is made with advantage. If a creature can demonstrate to the hobgoblin that
it is either Lawful or that it follows a code of honor,
• My Way. Many goblins are used to being threatened that creature has advantage on Charisma (Persuasion)
into complacency by those stronger than themselves, checks against it during negotiations.
but they may be open to cooperation if given agency.
Charisma (Persuasion) checks to convince the goblin Hobgoblin Captain
to do something are made at advantage if the goblin is
made to think the course of action was their own idea. • Wavering Authority. If the hobgoblin fails a saving
throw that causes it to become frightened, all creatures
Goblin Boss affected by its Leadership action must also make
the saving throw. On a failure, a creature becomes
• Harsh Humbling. Goblins can only take the fall for frightened as long as the hobgoblin captain is
their goblin boss so many times before they become frightened.
fed up with the abuse. If the goblin boss has used its
Redirect Attack reaction, creatures have advantage on • Respectful Recognition. Most hobgoblins follow a code
Charisma checks to convince a goblin who took a hit of conduct when it comes to most dealings in their
for its boss within the last minute to disobey. lives, and have an understanding of its importance.
If a creature can demonstrate to the hobgoblin that
• My Way. Many goblins are used to being threatened it is either Lawful or that it follows a code of honor,
into complacency by those stronger than themselves, that creature has advantage on Charisma (Persuasion)
but they may be open to cooperation if given agency. checks against it during negotiations.
Charisma (Persuasion) checks to convince the goblin
to do something are made at advantage if the goblin is
made to think the course of action was their own idea.
HUMANOIDS | 41
Hobgoblin Warlord Kuo-toa and Kuo-toa Whip
• Wavering Authority. If the hobgoblin fails a saving • Slime-be-Gone. Kuo-toa utilize the slime coating on
throw that causes it to become frightened, all creatures their bodies to get out of sticky situations. If the kuo-toa
affected by its Leadership action must also make takes acid damage, it must make a successful DC 10
the saving throw. On a failure, a creature becomes Constitution saving throw or lose its Slippery trait for 1
frightened as long as the hobgoblin warlord is minute or until it is submerged in water.
frightened.
• Godless Behavior. Kuo-toa have the ability to will gods
• Respectful Recognition. Most hobgoblins follow a code into being, making them strangely powerful in the
of conduct when it comes to most dealings in their divine sense. If a creature can successfully convince
lives, and have an understanding of its importance. a group of eight or more kuo-toa to believe that it is a
If a creature can demonstrate to the hobgoblin that divine entity, that creature is always under the effect of
it is either Lawful or that it follows a code of honor, the guidance cantrip when within 30 feet of one of the
that creature has advantage on Charisma (Persuasion) convinced kuo-toa. If any of the kuo-toa figures out this
checks against it during negotiations. was a ruse, the creature loses this effect.
Jackalwere Kuo-toa Archpriest
• You’re Getting Very Sleepy. A creature can ready an • Slime-be-Gone. Kuo-toa utilize the slime coating on
action to quickly hold up a mirror or reflective surface their bodies to get out of sticky situations. If the kuo-toa
when the jackalwere targets the creature or a creature takes acid damage, it must make a successful DC 10
within 5 feet of it with its Sleep Gaze. Doing so requires Constitution saving throw or lose its Slippery trait for 1
the jackalwere to make a saving throw against its minute or until it is submerged in water.
Sleep Gaze instead of the targeted creature, suffering
the effects on a failure. A jackalwere that successfully • Divine Deception. Though Kuo-toa archpriests worship
saves against this effect is immune to its own gaze for gods of their own creation, they do so loyally. If a
the next 24 hours. creature can make itself look, act, and sound like the
god of a kuo-toa with a successful DC 19 Charisma
• Feline Sovereignty. Most jackalweres serve lamias, so (Deception) check, the kuo-toa does anything asked of
their behavior may shift around anything or anyone it by the false image of its god without hesitation.
that might remind them of lions. Creatures with
catlike features (e.g., awakened feline animals, leonin, Lizardfolk and Lizard King/Queen
sphinxes, tabaxi) or a creature effectively disguised as a
lamia have advantage on Charisma (Deception) checks • Cold-Blooded. If the lizardfolk takes cold damage or
to convince jackalweres that they are their superiors. is exposed to extreme cold for more than 10 minutes,
it must make a successful DC 10 Constitution saving
Kenku throw or suffer a point of exhaustion. The lizardfolk
can remove the levels of exhaustion it gained this way
• Shining Distraction. Like actual corvids, kenku are by sitting in the sun for 10 minutes per level.
drawn to shiny objects. A creature the kenku can see
within 30 feet can spend a bonus action to make a DC • Magical Misgivings. Most lizardfolk do not have a
10 Dexterity (Sleight of Hand) check to try to make a great understanding of magic and may fear it. If a
small reflective object it carries glimmer in the light. creature can demonstrate that it wields magic, it gains
If successful, the next attack made against the kenku advantage on Charisma (Intimidation) checks against
is made with advantage as it is distracted by the shiny the lizardfolk. This only works on lizardfolk that can’t
object. use magic themselves.
• Tone-deaf. Kenku can mimic any sound that they Lizardfolk Shaman
hear, but often fail to understand the prosodic vocal
inflections that help convey meaning, especially in • Cold Blooded. If the lizardfolk takes cold damage or
instances of sarcasm. Creatures who use the tone of is exposed to extreme cold for more than 10 minutes,
their voice to impart hidden meaning to words or a it must make a successful DC 10 Constitution saving
phrase can discuss secret plans in front of the kenku throw or suffer a point of exhaustion. The lizardfolk
without it becoming hostile or suspicious toward them. can remove the levels of exhaustion it gained this way
by sitting in the sun for 10 minutes per level.
Kobold and Winged Kobold
• Draconic Intrigue. Lizardfolk speak Draconic
• Draconic Crybaby. When a creature reduces a creature and often give tribute to dragons when possible.
allied with the kobold to 0 hit points, they can use their If a creature speaks Draconic, it has advantage on
reaction to make a DC 10 Charisma (Intimidation) Charisma (Deception and Persuasion) checks to
check. On a success, the kobold lets out a fearful cry convince the lizardfolk that it can take them to a
that shakes the formation of other kobolds around it, dragon to pay tribute to. This only works on lizardfolk
making it lose its Pack Tactics trait until the end of its that worship dragons.
next turn.
How can you say you truly know
• Dragonsplain. Many kobolds are dragon worshippers, someone until you’ve been inside their
fanatics, or experts and are quick to remind others of head?
that. If a creature makes an assumption about a dragon — Zelic
with whom the kobold is associated, it promptly spends
the next minute explaining the truth. Dexterity (Sleight
of Hand and Stealth) checks made by other creatures
while the kobold is dragonsplaining are made with
advantage.
42 | HUMANOIDS
Merfolk Orc War Chief
• Forgeless Weaponry. Merfolk lack the tools to craft • Summons to Contest. Most orc warchiefs would never
weapons effective for serious combat. A creature can back down from a challenge of strength to maintain
aim to break a merfolk’s spear (AC 15, 5 hit points, and their authority. A creature can spend a bonus action to
immunity to poison and psychic damage), rendering it make a DC 14 Strength (Intimidation) check to call out
useless. a challenge to battle the orc. On a success, the orc has
disadvantage on attack rolls against other creatures for
• Off the Record. Merfolk lack the means to record 1 minute or until the creature is reduced to 0 hit points.
any of their histories or culture. Creatures who try to The orc has advantage on the save if the creature
convince a merfolk of something regarding its history calling to challenge them is below half their maximum
or culture that isn’t true have advantage on Charisma hit points; the orc cannot be affected by more than one
(Deception) checks against the merfolk. creature at a time.
Orc • Show Your Strength. Most orcs value strength and
power above all else. Creatures with a Strength score of
• Heat of Battle. When the orc uses its Aggressive bonus 20 or greater have advantage on Charisma (Persuasion)
action and misses an attack against a creature taking checks to convince the war chief to act as an ally.
the Dodge action, that creature can use their reaction
to make a Shove attack to knock the orc prone. If the Orog
Shove is successful, the orc’s speed is reduced to 0 until
the end of its turn. • Daunting Daylight. Orogs prefer to come out at night
because they are used to living in the darkness of the
• Show Your Strength. Most orcs value strength and underground. If an orog is exposed to sunlight, it has
power above all else. Creatures with a Strength score of disadvantage on Dexterity saving throws until it can
18 or greater have advantage on Charisma (Persuasion) get out of direct sunlight.
checks to convince the orc to act as an ally.
• Money-Minded. Orogs are often willing to fight on
Orc Eye of Gruumsh the side that rewards them the best. If a creature
offers the orog gold or something else it desires, they
• Poor Depth Perception. These orcs only have one eye gain advantage on Charisma (Persuasion) checks to
and can have difficulty with targets that are far away. convince the orog to act in their favor.
The orc has disadvantage on any attack roll made
against a target more than 15 feet away. HUMANOIDS | 43
• Show Your Strength. Most orcs value strength and
power above all else. Creatures with a Strength score of
18 or greater have advantage on Charisma (Persuasion)
checks to convince the orc to act as an ally.
Quaggoth and Quaggoth Thonot Ever since I studied that doctor’s
brain, I’ve been watching my
• Psionic Overload. Quaggoths often embrace the mercury levels. I still have sahuagin
psionics of the Underdark, but only in a limited brain on my cheat day.
capacity. If a quaggoth takes psychic damage, it must — Zelic
make a successful DC 12 Wisdom saving throw or it
can only make one attack on its next turn. Werebear
• Drow Command. Quaggoths have taken to aligning • Moon Metal. If the werebear is hit by an attack from a
themselves with certain drow factions. If a creature is a silvered bolt or arrow, it takes a cumulative −1 penalty
drow or is disguised as a drow, they have advantage on to its Strength score. The werebear can use a bonus
Charisma (Deception and Persuasion) checks against action to remove a single arrow or bolt from its skin, to
the quaggoth to convince the quaggoth that they are its recover 1 lost Strength.
superior.
• Lunar Panic. Lycanthropes have a complicated
Sahuagin, Sahuagin Priestess/Baron relationship with the moon. If a creature is wearing
something depicting the full moon, that creature has
• Dry Gills. If the sahuagin takes fire damage, it must advantage on Wisdom (Insight) checks to determine
make a successful DC 10 Constitution saving throw if a creature it is interacting with is a lycanthrope
or the time it can spend breathing air is reduced by 1 attempting to hide its curse.
hour. It recovers its breathing capacity after it finishes a
short or long rest. Wereboar
• Friends, Not Food. Most sahuagin worship the shark • Moon Metal. If the wereboar is hit by a melee attack
god Sekolah and have great respect for sharks. If a from a silvered weapon that deals bludgeoning damage,
creature is a shark or can demonstrate that it, too, its tusks suffer a cumulative −1 penalty to damage. The
worships sharks, it has advantage on Charisma wereboar’s tusks are destroyed if the penalty reduces
(Persuasion) checks to convince the sahuagin to leave it the damage by 10 or more. The penalty is reset when
and its allies alone. the wereboar completes a short or long rest, as long as
the tusks were not destroyed.
Svirfneblin
• Lunar Panic. Lycanthropes have a complicated
• One-Terrain Gnome. Svirfneblin are excellent at relationship with the moon. If a creature is wearing
navigating rocky and cavernous terrain, but struggle something depicting the full moon, that creature has
when out of their element. If the svirfneblin is caught in advantage on Wisdom (Insight) checks to determine
difficult terrain not caused by rock, it has disadvantage if a creature it is interacting with is a lycanthrope
on Dexterity saving throws. attempting to hide its curse.
• Under Standing. If a creature speaks Undercommon Wererat
or Terran, it has advantage on Charisma (Persuasion)
checks to convince the svirfneblin to aid them. • Moon Metal. If the wererat is hit by a melee weapon
from a silvered weapon that deals piercing or slashing
Thri-Kreen damage, it must succeed on a DC 12 Constitution
saving throw or become poisoned for 1 minute. The
• Corroded Carapace. If the thri-kreen takes acid wererat can repeat the saving throw at the end of each
damage, it must make a successful DC 11 Constitution of its turns, ending the effect on a success.
saving throw or lose its Chameleon Carapace ability
until it completes a short or long rest. • Lunar Panic. Lycanthropes have a complicated
relationship with the moon. If a creature is wearing
• Questionable Emotions. Thri-kreen aren’t skilled in something depicting the full moon, that creature has
understanding strong emotions. A creature can attempt advantage on Wisdom (Insight) checks to determine
a DC 12 Charisma (Deception or Persuasion) check if a creature it is interacting with is a lycanthrope
to make a compelling emotional outburst around a attempting to hide its curse.
thri-kreen. If successful, Dexterity (Sleight of Hand
and Stealth) checks made by other creatures are made Weretiger
at advantage for the duration of the outburst while
the thri-kreen attempts to understand the surge of • Moon Metal. If the weretiger takes damage from a
emotions. silvered weapon, it suffers a cumulative −5 penalty to
its movement speed until the end of its next turn.
Troglodyte
• Lunar Panic. Lycanthropes have a complicated
• Smelt it, Dealt it. Creatures who plug their nose have relationship with the moon. If a creature is wearing
advantage on Constitution saving throws to resist the something depicting the full moon, that creature has
troglodyte’s Stench trait. advantage on Wisdom (Insight) checks to determine
if a creature it is interacting with is a lycanthrope
• Irons in the Fire. Troglodytes know the importance of attempting to hide its curse.
metal armor and weaponry, but rarely get their hands
on it. If a creature offers the troglodyte a metal weapon
or armor, the creature has advantage on Charisma
(Persuasion) checks to convince it to be an ally for 1d4
days. After that time, the troglodyte may forget this act
of kindness.
44 | HUMANOIDS
Werewolf Bandit
• Moon Metal. If the werewolf takes damage from • Street Fighting. Whenever the bandit rolls a 1 on
a silvered weapon, it must succeed on a DC 12 an attack roll, a creature within 5 feet can use their
Constitution saving throw or become wounded. While reaction to disarm the bandit.
wounded, the werewolf loses 3 (1d6) hit points at
the start of each of its turns and cannot benefit from • Glitter and Gold. The bandit has disadvantage
magical healing. The werewolf can use an action to on Wisdom (Insight or Perception) or Intelligence
stanch the wound with a successful DC 12 Wisdom (Investigation) checks to see through illusions of
(Medicine) check. material wealth.
• Lunar Panic. Lycanthropes have a complicated Bandit Captain
relationship with the moon. If a creature is wearing
something depicting the full moon, that creature has • Vengeance. Each round, the first time the bandit
advantage on Wisdom (Insight) checks to determine captain is hit with an attack by a creature they can see,
if a creature it is interacting with is a lycanthrope the bandit captain must succeed on a DC 13 Wisdom
attempting to hide its curse. saving throw or have disadvantage on attack rolls
against other creatures until the end of their next turn.
Yuan-ti
• Rule by Fear. If the bandit captain becomes frightened,
• Snake Charmer. If a creature using a musical each bandit or subordinate within 15 feet of the bandit
instrument as a spellcasting focus casts a spell that captain that can see them must succeed on a DC 11
requires a saving throw, the yuan-ti does not benefit Wisdom saving throw or become frightened until the
from its Magic Resistance trait. bandit captain is no longer frightened.
• Cosssplay. Yuan-ti purebloods don’t look too different Berserker
from regular humans aside from one, often subtle,
snakelike feature. A human or half-human who uses • Running is for Cowards. If the berserker hits a creature
a disguise kit to make themself look like a yuan-ti has with a melee attack roll, the next time that creature
advantage on Charisma (Deception) checks to convince deals damage to the berserker within one minute the
a yuan-ti that they are one of them. berserker must make a DC 12 Wisdom saving throw. On
a failed save, the berserker cannot willingly move away
Non-Player Characters from the creature until the end of its next turn.
Acolyte • The Thrill. Creatures have advantage on Charisma
checks to convince the berserker to commit violent
• Overconfident. Whenever the actolyle misses an attack acts.
roll or a creature succeeds on a saving throw against
one of their spells, the acolyte has disadvantage on Commoner
their next attack roll and creatures have advantage on
saving throws against the next spell the acolyte casts. • Wanna Play D&D? When invited by friends to play
D&D, the commoner must succeed on a DC 20 Wisdom
• Zealous. Whenever a creature the acolyte can see or saving throw or spend 4 hours a week adventuring.
hear insults the acolyte’s god, the acolyte must succeed
on a DC 10 Wisdom saving throw or attempt to harm Cultist
the creature. If the acolyte succeeds on the saving
throw, they are immune to this weakness for 24 hours. • Blind Devotion. Whenever the cultist takes radiant
damage, they must succeed on a DC 10 Constitution
Archmage saving throw or be blinded until the beginning of their
next turn.
• Body Behind Mind. Whenever a creature hits the
archmage with a melee attack using a heavy weapon, • Trust in the Arcane. Creatures have advantage on
the archmage has disadvantage on Constitution saving Charisma (Deception) checks to give false information
throws made to maintain concentration until the end of about magical creatures, spells, and effects to the
the turn. cultist.
• Spellbook. If any creature studies the archmage’s Cult Fanatic
spellbook, that creature has advantage on Charisma
checks made against the archmage and advantage on • But I Am Chosen! Whenever the fanatic misses an
spellcasting ability checks made to cast counterspell or attack roll by 5 or more, or a creature succeeds by 5
dispel magic that target the archmage’s spells. or more on a saving throw against a spell the fanatic
casts that only has one target, the fanatic takes 3 (1d6)
Assassin psychic damage.
• Pinned Down. While two or more hostile creatures are • Voice of My Master. Creatures have advantage on
within 5 feet of the assassin, the assassin cannot use Charisma checks against the fanatic if they speak to
their Sneak Attack feature. them in the native language of the fanatic’s deity.
• Highest Bidder. Creatures have advantage on Charisma Ate a cultist’s brain today... I think
(Deception or Persuasion) checks to hire the assassin or I’ll go back to nonfiction for a while.
turn them against their employer if they offer them an — Zelic
uncommon or greater rarity magic item as payment.
HUMANOIDS | 45
Druid Priest
• Empathic Bond. If a Beast, Fey, or Plant creature allied • Healing Heart. Whenever the priest sees an ally
with the druid dies within 120 feet of it, the druid has reduced to 0 hit points, they must succeed on a DC 15
disadvantage on attack rolls against other creatures Wisdom saving throw or spend their next turn moving
and other creatures have advantage on saving throws towards the creature and attempting to heal or stabilize
against spells the druid casts until the end of the them.
druid’s next turn.
• Friends of Faith. Creatures have advantage on
• Animal Lover. Creatures have advantage on Charisma Charisma checks against the priest if they worship at
checks to gain the druid’s aid if they are traveling with least one of the same gods.
an unrestrained Beast.
Scout
Gladiator
• Spotted! Whenever a creature succeeds on a Perception
• We’re Not Done Yet! If a melee attack the gladiator check to find a hidden scout and the scout realizes they
makes would reduce a creature to 0 hit points, the have been spotted, the scout must succeed on a DC 11
creature can make a contested Charisma (Performance) Wisdom saving throw or spend their next turn trying
check against the gladiator. If the creature succeeds, to move as far away from the creature as it can and
the attack reduces the creature to 1 hit point instead. can’t take Reactions. For their action, the scout can use
If the gladiator succeeds, they are immune to this only the Dash action or try to escape from an effect that
weakness for 24 hours. prevents them from moving.
• Bring it On! Creatures have advantage on Charisma • Just the Messenger. Creatures have advantage on
checks to convince the gladiator to fight or target them. Charisma (Intimidation) checks made to interrogate the
scout.
Guard
Spy
• Break Ranks. Whenever a creature kills one of the
guard’s allies, if the guard can see the creature, the • No Armor. When the spy is hit by a melee attack that
guard must succeed on a DC 11 Wisdom saving throw deals bludgeoning damage for the first time each turn,
or become frightened of the creature for 1 minute. the spy must succeed on a DC 10 Strength saving throw
or be knocked prone.
• I Don’t Get Paid Enough for This… The guard has
disadvantage on Wisdom (Insight) checks to determine • Spy vs. Spy. Creatures who first provide a spy with
if a person is lying as long as the speaker mentions secret information have advantage on Charisma checks
an authority figure in their lie. For example, “Captain to convince the spy to reveal secret information.
Durant sent me to take over your post.”
Thug
Knight
• I Can’t Kill That! The thug has disadvantage on attack
• Heavy Armor. In combat, whenever the knight falls rolls against creatures who are at least one size larger
prone, they must use their action to stand up. than they are.
• Throw Down. Whenever a creature insults the knight’s • This Ain’t Worth It. Whenever the thug becomes
honor, the knight must succeed on a DC 12 Wisdom frightened, they must spend their next turn trying to
saving throw or have disadvantage on Charisma checks move as far away from the source of their fear as they
for 1 hour. A creature cannot force the knight to make can. For their action, the thug can use only the Dash
this saving throw more than once a day. action or try to escape from an effect that prevents
them from moving.
Mage
Tribal Warrior
• You Dare! Whenever a creature successfully
counterspells one of the mage’s spells, the mage has • Warrior’s Bond. Once per round, if an ally within 30
disadvantage on attack rolls against other creatures feet of the tribal warrior is killed by a creature the
and other creatures have advantage on saving throws warrior can see, the warrior must succeed on a DC 13
against spells the mage casts until the end of the mage’s Wisdom saving throw or lose their Pack Tactics feature
next turn. until the end of their next turn.
• Respected Casters. Creatures who can cast spells of • Curiosity. Creatures have advantage on Charisma
5th level or higher have advantage on Charisma checks (Persuasion) checks if they offer the warrior a small
against the mage, if the mage is aware of their ability. metallic gift.
Noble Veteran
• You Hit ME?! Whenever a Humanoid creature the • Predictable Patterns. When the veteran misses on an
noble can see hits them with an attack for the first time attack roll against a creature for the first time each
during combat, the noble must succeed on a DC 13 turn, the creature can use their reaction to make a
Wisdom saving throw or be stunned until the end of DC 13 Wisdom (Insight) check to gain insight into the
their next turn. veteran’s fighting style. If the creature succeeds, for
the next minute the veteran must roll a d4 and subtract
• Inflated Ego. The noble has disadvantage on Wisdom the number rolled from their attack rolls against the
(Insight) checks against creatures who have made creature, if the creature can see the veteran.
a successful DC 12 Charisma (Persuasion) check to
compliment the noble within the last hour. • Comrades in Arms. Creatures who reveal or
successfully convince the veteran that they have
46 | HUMANOIDS military service or have worked as bodyguards gain
advantage on ability checks made to interact socially
with the veteran.
Monstrosities advantage. If the basilisk is missing two eyes, it is
blinded and it loses its Petrifying Gaze trait.
This one? Displacer beast. Got it the day after one nearly tore
my throat out before I got it right through the midsection. Behir
Oh, the chain? Purple worm. Long monster, long chain, and
one loooong fight. Let’s see, now this one—oh, right. You’re • Alternating Current. If the behir uses its lightning
not just here to listen to me brag, are you? Lysithys Doreaal, breath against a creature who has readied an action
professional monster hunter, at your service—if I’m interested that would deal lightning damage, the creature can use
enough. I don’t just do this for money and fun. I want to their reaction to attempt to redirect the behir’s breath.
know why some of these monstrosities exist. Some of these If the creature does so, it rolls the damage dice of the
things are humanoid-made, ya know? Some of them got readied action, reducing the damage of the behir’s
cursed, some of them mutated from something else, and lightning breath by the amount of lightning damage
some… some I haven’t figured out yet. Which means there’s rolled for all creatures affected by the breath.
gonna be new metal in my face after I stick this metal in its
heart. • Foes of Dragons. Creatures have advantage on
Charisma checks to influence the behir on matters
Lysithys Doreaal (they/she, Neutral) is a drow bounty involving fighting or stealing from dragons.
hunter who goes above and beyond to deal with
monstrosities. Their interest lies in the origins of these Bulette
monsters. She doesn’t just simply hunt the monstrosities
she sets her sights on; she finds their home, she figures • Look Out Below. A creature taking the Dodge action
out how they operate, and if she can, she finds out why within the area of effect of the bulette’s Deadly Leap
they exist in the first place to give herself every bit of an can use its reaction to make a melee attack against the
edge over them as possible. Getting Lysithys to share their bulette’s underbelly. The underbelly of the bulette is
findings might cost you more than you can afford, but if vulnerable to piercing damage. This reaction occurs
you have a lead on a monstrosity they’ve yet to figure out, before the bulette’s Deadly Leap deals damage.
they may become a powerful ally with unmatchable skill
and knowledge. Carrion Crawler
Androsphinx • Tender Tentacles. If the carrion crawler takes 30 or
more slashing damage over a period of one minute or
• Cursed by Apostates. If the androsphinx becomes less, its tentacles are severed and it can no longer attack
affected by a bane or bestow curse spell, its connection with its tentacles. A carrion crawler’s tentacles regrow
to its divine creator is weakened. While affected by the after 72 hours.
spell, creatures have advantage on saving throws to
resist its Roar action. Centaur
• Self-Scrutiny. When a sphinx is aware that it has failed • Hind Sight. Creatures have advantage on melee attack
a saving throw or contested ability check, its injured rolls against the centaur’s backside if at least one of the
pride afflicts it with self-doubt the next minute. During creature’s allies is within 5 feet of the centaur’s front
that time, the sphinx loses its Inscrutable trait. and the ally isn’t incapacitated.
Ankheg • Conflict Aversion. A creature who preemptively
surrenders their weapons to a centaur has advantage on
• Exposed Underbelly. If the ankheg takes a total of 15 or Charisma (Persuasion) checks to influence the centaur.
more bludgeoning, piercing, or slashing damage while
prone, its acid glands become damaged and it can no MONSTROSITIES | 47
longer use its Acid Spray action for 24 hours.
• Sensitive Antennae. If the ankheg takes thunder
damage, it must make a DC 10 Constitution saving
throw or become blinded and lose its tremorsense until
the end of its next turn.
A Quick Reflection on Petrifying Gaze
A creature in an area of bright light within 30 feet of a medusa
or basilisk and who is not averting their eyes can use an action
to make a DC 15 Dexterity (Sleight of Hand) check to quickly
produce a polished surface. On a success the medusa or basilisk is
subjected to its own Petrifying Gaze.
Basilisk
• Protected Eyes. If the basilisk is paralyzed, restrained,
or stunned, a creature can target one of the basilisk’s
eyes with a melee attack (AC 25, 5 hit points). If the
basilisk is missing an eye, Constitution saving throws
made to avoid its Petrifying Gaze are made with
Chimera Gorgon
• Dazed. When an attack against the chimera is a critical • Corroding Joints. Each time the gorgon takes 20 or
hit or the chimera takes more than 30 damage from a more acid damage in a turn, its movement speed is
single source in a turn, one of its heads (determined at reduced by 10 feet for the next 24 hours.
random or chosen by the DM) becomes incapacitated
until the end of its next turn. If the dragon’s head is Grick and Grick Alpha
incapacitated, the chimera can’t use its Fire Breath, if
the goat’s head is incapacitated it can’t use its Horns • Motion Compulsion. A hidden grick must succeed on a
attack, and if the lion’s head is incapacitated it can’t use DC 10 Intelligence check to avoid attacking a creature,
its Bite attack. object, or illusion that passes within 5 feet of where it
is hiding.
Cockatrice
Griffon
• By the Neck. While grappled, the cockatrice is also
restrained. • Focused Predator. A creature who offers the griffon the
meat of a Medium or larger sized Beast or Monstrosity
Darkmantle can make a DC 12 Wisdom (Animal Handling) check.
On a success, the griffon becomes non-hostile as long as
• Rattled. If the darkmantle takes thunder damage, the griffon or its allies are not attacked.
creatures have advantage on Strength checks to detach
it until the end of the darkmantle’s next turn. Gynosphinx
Death Dog • Cursed by Apostates. If the gynosphinx becomes
affected by a bane or bestow curse spell, its connection
• Split Attention. If two or more creatures move out of to its divine creator is weakened. While affected by the
the dog’s reach, the dog’s movement speed is halved spell, the sphinx can only take 2 legendary actions.
until the end of its next turn while its two heads decide
which target to pursue. • Self-Scrutiny. When a sphinx is aware that it has failed
a saving throw or contested ability check, its injured
Displacer Beast pride afflicts it with self-doubt the next minute. During
that time, the sphinx loses its Inscrutable trait.
• Blink Trauma. When the displacer beast sees a
creature magically teleport, it must succeed on a DC 13 Harpy
Wisdom saving throw or be frightened of the creature
until the end of its next turn. While frightened in this • Play Dead. A harpy delights in dragging out its
way, the beast doesn’t benefit from its Avoidance trait. prey’s suffering. A creature who succeeds on a DC 14
Charisma (Performance) or Wisdom (Survival) check
Displacer beasts have some dark history with fools the harpy into thinking they have died. The
blink dogs. Just wait until they meet me. harpy no longer attacks that creature if there are other
— Lysithys targets nearby, or until the creature moves or otherwise
reveals its ruse.
Doppelganger
Hippogriff
• In the Eyes. If the doppelganger takes psychic damage,
it must make a DC 13 Charisma (Deception) check. On • Death from Above. Dragons, griffons, and wyverns
a failure, the doppelganger’s eyes revert back to their have a taste for hippogriff meat and frequently prey
true form for six seconds. on them. If the hippogriff is completely covered by a
shadow, it must make a DC 12 Wisdom saving throw.
• Too Many Voices. The doppelganger cannot On a failed save, the hippogriff becomes frightened
concentrate while a creature is speaking to it of whatever is casting the shadow for 1 minute. The
telepathically. hippogriff can repeat the saving throw at the end of
each of its turns.
Drider
Hook Horror
• Soft Underbelly. A Small or smaller creature, or a
Medium or smaller creature who is prone, can move • Troublesome Hooks. Hook horrors have disadvantage
into the drider’s space to attack it from below. The on Strength and Dexterity checks and saving throws
drider has vulnerability to any damage it takes from an made to end the restrained condition.
attack made by a creature who attacks it in this way.
• Nest Egg. Hook horrors are intensely protective of their
• Arachnophilia. Creatures bearing an insignia of a offspring. Strength or Charisma (Intimidation) checks
spider deity have advantage on Charisma checks to made to get a hook horror to back down have advantage
influence the drider. when a creature threatens their eggs or young.
Ettercap Hydra
• Terror from Above. Ettercaps are used to striking • Tangled. When the hydra misses a Bite attack against
creatures from above and rarely expect enemies to use a creature taking the Dodge action, that creature can
this tactic. Any hit a creature scores against a surprised use their reaction to cause the neck to which that head
ettercap at a lower elevation is a critical hit. is attached to become tangled. A head with a tangled
neck makes attacks with disadvantage and does not
• Arachnophilia. The ettercap is initially non-hostile benefit from the hydra’s Reactive Head trait. The hydra
to unfamiliar spiders and parties with spiders in their can make a DC 15 Dexterity saving throw at the end
company. of each of its turns, untangling a neck on a successful
save. If the hydra begins its turn with all necks tangled,
48 | MONSTROSITIES it suffers a point of exhaustion.
Kraken • Bloodrage. If the minotaur is non-hostile and smells
blood or hears the tearing of flesh or cracking of bone,
• Echo of the Masters. If a kraken fails a Charisma it must make a DC 12 Wisdom saving throw. On a failed
throw against a divine word spell, the effect of the spell save, the minotaur enters a bloodrage and becomes
is determined by half its current hit point total. hostile toward the nearest creature. The minotaur can
repeat the save at the end of each of its turns.
• The Darkest Waters. A creature who drowns a Good-
or Neutral-aligned living creature in sacrifice to the Naga, Guardian
kraken has advantage on Charisma (Persuasion)
checks to influence it to show mercy to them and their • Soul-Locked. If the naga is slain by a magic weapon
companions. of rare or higher power, its Rejuvenation does not
function for as long as the weapon remains stuck in the
Lamia naga’s corpse.
• False Charm. A creature who succeeds on a Wisdom • Protectors for Good. Creatures have advantage on
saving throw against an enchantment spell cast by Charisma checks to gain the naga’s aid in protecting
the lamia can make a DC 15 Charisma (Deception or powerful magic from getting into evil hands.
Performance) check to pretend to be under the effect of
the spell. On a success, the lamia’s arrogance prevents Naga, Spirit
it from realizing that the spell has not taken hold until
the creature acts against the lamia’s wishes. • Sensitive Eyes. The naga’s eyes are an object for
the purposes of targeting with a light cantrip. If the
• Jaded by Illusion. Being constantly surrounded by naga’s eyes are affected by a light cantrip, it becomes
illusory visuals, the lamia has disadvantage on saving blinded. The naga can make aDC 15 Constitution
throws made against illusion spells. saving throw at the end of each of its turns to end the
condition. While blinded, the naga has disadvantage on
Manticore Constitution saving throws to maintain concentration.
• Frail Wings. When an attack against the manticore • Serpentine Rivalry. Creatures have advantage on
that deals slashing damage is a critical hit, or if the Charisma checks to gain the naga’s aid against other
manticore takes more than 20 slashing damage from a serpentine creatures (such as nagas, snakes, or yuan-ti).
single source in a turn, one of its wings is compromised
and its fly speed is halved until it finishes a long rest. • Soul Locked. If the naga is slain by a magic weapon
If this happens again before it finishes a long rest, the of rare or higher power, its Rejuvenation does not
manticore loses its ability to stay airborne and falls to function for as long as the weapon remains stuck in the
the ground at the end of each of its turns. naga’s corpse.
Medusa Sometimes it's not about killing the monster,
it's about not having to kill it twice.
• Indirect Perception. A creature holding a mirror in — Lysithys
one hand can choose to look at the medusa through the
mirror instead of averting their eyes or looking directly MONSTROSITIES | 49
at it. A creature looking at the medusa in this way
has advantage on saving throws against the medusa’s
Petrifying Gaze.
• Vanity. Creatures with a Charisma score of 18 or
higher have disadvantage on Charisma checks
to influence the medusa and creatures with a
Charisma score of 10 or lower have advantage.
Merrow
• Violent Compulsions. The merrow has
disadvantage on saving throws against
effects that would induce them to attack
other creatures (for example crown of madness,
confusion, or a cunningly worded suggestion spell).
• Paranoid Betrayal. Ability checks made to
convince merrow that they are going to be
betrayed are made with advantage.
Mimic
• Adverse Adhesive. If a mimic is subjected to an
attack or effect that would cause it to take acid
damage (before accounting for its immunity), it
loses its Adhesive trait until the start of its next
turn.
Minotaur
• Bait and Switch. If the minotaur misses with a Gore
attack against a creature using the Dodge action,
that creature can use their reaction to cause the
minotaur’s attack to hit a target within 5 feet of it.
Owlbear Rust Monster
• Playing Dead. Most of the time, owlbears attack when • Ferrous Distraction. If the rust monster detects ferrous
they feel threatened. A prone creature can make a DC metal, it is driven by hunger to consume it. A rust
14 Wisdom (Animal Handling or Survival) or Charisma monster consuming or moving toward a piece of metal
(Performance) check to play dead. On a success, the has disadvantage on Wisdom (Perception) checks.
owlbear becomes non-hostile until it sees that creature Additionally, if a creature drops 5 pounds or more of
move. ferrous metal while fleeing from a rust monster, the
rust monster must succeed on a DC 20 Wisdom saving
Peryton throw or give up the chase and consume the metal.
• Heart to Heart. If the peryton is given the heart Tarrasque
of a Humanoid creature, it becomes non-hostile to
Humanoids for 10 days. • Death from Within. If the death glyph from a symbol
spell is fully inscribed on the interior stomach lining of
Phase Spider a tarrasque, it is reduced to 0 hit points.
• Ethereal Tether. When the phase spider uses its Umber Hulk
Ethereal Jaunt bonus action, any creature concentrating
on a spell affecting the phase spider may use their • Confusing Reflection. If the umber hulk sees itself
reaction to enter the Ethereal Plane along with the reflected on a polished surface within 30 feet of it in
spider. A creature returns to the Material Plane if it an area of bright light, the umber hulk is affected by its
loses concentration on the spell. If the phase spider own Confusing Gaze.
is reduced to 0 hit points, all creatures shifted to the
Ethereal Plane from this effect return to the Material Winter Wolf
Plane.
• Fear of Fire. Creatures carrying an open flame, such
Piercer as a torch, have advantage on Strength or Charisma
(Intimidation) checks against the winter wolf. In
• Hypersensitive. If a piercer senses any combination of addition, when a creature the winter wolf can see
heat, movement, or sound beneath it, it makes a Drop within 30 feet of it deals 10 or more fire damage to
attack against the source. If only one of these elements it on a turn, the winter wolf must make a Wisdom
is present, the piercer must make a successful DC 10 saving throw against a DC equal to the damage dealt.
Intelligence check in order to resist the urge to Drop. On a failed save, the winter wolf is frightened of that
creature until the end of its next turn.
Purple Worm
Worg
• Thunderous Response. Purple worms rely on
vibrations to locate prey. If a spell or effect causes a • Good Boy. A creature who provides the worg with fresh
loud noise centered within 10 feet of the worm, the meat has advantage on Wisdom (Animal Handling)
worm must immediately use its reaction to make a Tail checks to ride the worg for 1 hour.
Stinger attack targeted on that space.
Yeti
Purple worm eggs are worth more than
diamonds in the City of Spiders. The key is • Ravenous Hunger. A creature within 30 feet of a yeti
knowing how to get in and get out without and an incapacitated creature can use an action to
getting digested. I'll leave it up to you to make a DC 14 Charisma (Persuasion) check to convince
decide if I'm talking about the worms. the yeti to turn its attention toward the incapacitated
— Lysithys creature rather than themself. On a success, the yeti
becomes non-hostile toward the creature until it takes
Remorhaz and Young Remorhaz damage from that creature.
• Vulnerable Underbelly. While prone, the remorhaz has Yeti, Abominable
vulnerability to bludgeoning, piercing, and slashing
damage. • Ravenous Hunger. A creature within 30 feet of a yeti
and an incapacitated creature can use an action to
Roc make a DC 16 Charisma (Persuasion) check to convince
the yeti to turn its attention toward the incapacitated
• Aesop’s Curse. The roc is vulnerable to piercing creature rather than themself. On a success, the yeti
damage from arrows fletched with the feathers of a roc. becomes non-hostile toward the creature until it takes
damage from that creature.
Roper
Yuan-ti Malison and Abomination
• Cauterization. If the roper takes acid damage, it cannot
extrude a replacement tendril on its next turn. • Snake Charmer. If a creature using a musical
instrument as a spellcasting focus casts a spell that
50 | MONSTROSITIES requires a saving throw, the yuan-ti does not benefit
from its Magic Resistance trait.
• Cosssplay. Yuan-ti purebloods don’t look too different
from regular humans aside from one, often subtle,
snakelike feature. A human or half-human who uses
a disguise kit to make themself look like a yuan-ti has
advantage on Charisma (Deception) checks to convince
yuan-ti that they are one of them.