cumulative
20
percent
chance
of
not
working
and
Abilities
tearing
into
useless,
nonmagical
tatters.
A
sentient
magic
item
has
Intelligence,
Wisdom,
and
Winged Boots Charisma
scores.
You
can
choose
the
item’s
abilities
or
determine
them
randomly.
To
determine
them
Wondrous
item,
uncommon
(requires
attunement)
randomly,
roll
4d6
for
each
one,
dropping
the
lowest
roll
and
totaling
the
rest.
While
you
wear
these
boots,
you
have
a
flying
speed
equal
to
your
walking
speed.
You
can
use
the
boots
Communication
to
fly
for
up
to
4
hours,
all
at
once
or
in
several
shorter
flights,
each
one
using
a
minimum
of
1
A
sentient
item
has
some
ability
to
communicate,
minute
from
the
duration.
If
you
are
flying
when
the
either
by
sharing
its
emotions,
broadcasting
its
duration
expires,
you
descend
at
a
rate
of
30
feet
per
thoughts
telepathically,
or
speaking
aloud.
You
can
round
until
you
land.
choose
how
it
communicates
or
roll
on
the
following
The
boots
regain
2
hours
of
flying
capability
for
table.
every
12
hours
they
aren’t
in
use.
d100
Communication
Wings of Flying 01–60
The
item
communicates
by
transmitting
emotion
to
the
creature
carrying
or
wielding
it.
Wondrous
item,
rare
(requires
attunement)
61–90
The
item
can
speak,
read,
and
understand
one
or
more
languages.
While
wearing
this
cloak,
you
can
use
an
action
to
91–00
The
item
can
speak,
read,
and
understand
one
speak
its
command
word.
This
turns
the
cloak
into
a
or
more
languages.
In
addition,
the
item
can
pair
of
bat
wings
or
bird
wings
on
your
back
for
1
communicate
telepathically
with
any
character
hour
or
until
you
repeat
the
command
word
as
an
that
carries
or
wields
it.
action.
The
wings
give
you
a
flying
speed
of
60
feet.
When
they
disappear,
you
can’t
use
them
again
for
Senses
1d12
hours.
With
sentience
comes
awareness.
A
sentient
item
Sentient Magic Items can
perceive
its
surroundings
out
to
a
limited
range.
You
can
choose
its
senses
or
roll
on
the
following
Some
magic
items
possess
sentience
and
personality.
table.
Such
an
item
might
be
possessed,
haunted
by
the
spirit
of
a
previous
owner,
or
self-‐‑aware
thanks
to
d4
Senses
the
magic
used
to
create
it.
In
any
case,
the
item
1
Hearing
and
normal
vision
out
to
30
feet.
behaves
like
a
character,
complete
with
personality
2
Hearing
and
normal
vision
out
to
60
feet
quirks,
ideals,
bonds,
and
sometimes
flaws.
A
3
Hearing
and
normal
vision
out
to
120
feet.
sentient
item
might
be
a
cherished
ally
to
its
wielder
4
Hearing
and
darkvision
out
to
120
feet.
or
a
continual
thorn
in
the
side.
Most
sentient
items
are
weapons.
Other
kinds
of
Alignment
items
can
manifest
sentience,
but
consumable
items
such
as
potions
and
scrolls
are
never
sentient.
A
sentient
magic
item
has
an
alignment.
Its
creator
Sentient
magic
items
function
as
NPCs
under
the
or
nature
might
suggest
an
alignment.
If
not,
you
can
GM’s
control.
Any
activated
property
of
the
item
is
pick
an
alignment
or
roll
on
the
following
table.
under
the
item’s
control,
not
its
wielder’s.
As
long
as
the
wielder
maintains
a
good
relationship
with
the
d100
Alignment
d100
Alignment
item,
the
wielder
can
access
those
properties
normally.
If
the
relationship
is
strained,
the
item
can
01–15
Lawful
good
74–85
Chaotic
neutral
suppress
its
activated
properties
or
even
turn
them
against
the
wielder.
16–35
Neutral
good
86–89
Lawful
evil
Creating Sentient Magic Items 36–50
Chaotic
good
90–96
Neutral
evil
51–63
Lawful
neutral
97–00
Chaotic
evil
When
you
decide
to
make
a
magic
item
sentient,
you
create
the
item’s
persona
in
the
same
way
you
would
64–73
Neutral
create
an
NPC,
with
a
few
exceptions
described
here.
Special Purpose
You
can
give
a
sentient
item
an
objective
it
pursues,
perhaps
to
the
exclusion
of
all
else.
As
long
as
the
wielder’s
use
of
the
item
aligns
with
that
special
purpose,
the
item
remains
cooperative.
Deviating
from
this
course
might
cause
conflict
between
the
wielder
and
the
item,
and
could
even
cause
the
item
to
prevent
the
use
of
its
activated
properties.
You
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
251
can
pick
a
special
purpose
or
roll
on
the
following
throw,
with
a
DC
equal
to
12
+
the
item’s
Charisma
table.
modifier.
On
a
failed
save,
the
wielder
is
charmed
by
the
item
for
1d12
hours.
While
charmed,
the
wielder
d10
Purpose
must
try
to
follow
the
item’s
commands.
If
the
1
Aligned:
The
item
seeks
to
defeat
or
destroy
those
of
a
wielder
takes
damage,
it
can
repeat
the
saving
throw,
diametrically
opposed
alignment.
(Such
an
item
is
ending
the
effect
on
a
success.
Whether
the
attempt
never
neutral.)
to
control
its
user
succeeds
or
fails,
the
item
can’t
2
Bane:
The
item
seeks
to
defeat
or
destroy
creatures
of
use
this
power
again
until
the
next
dawn.
a
particular
kind,
such
as
fiends,
shapechangers,
trolls,
or
wizards.
Artifacts
3
Protector:
The
item
seeks
to
defend
a
particular
race
or
kind
of
creature,
such
as
elves
or
druids.
Orb of Dragonkind
4
Crusader:
The
item
seeks
to
defeat,
weaken,
or
destroy
the
servants
of
a
particular
deity.
Wondrous
item,
artifact
(requires
attunement)
5
Templar:
The
item
seeks
to
defend
the
servants
and
interests
of
a
particular
deity.
Ages
past,
elves
and
humans
waged
a
terrible
war
6
Destroyer:
The
item
craves
destruction
and
goads
its
against
evil
dragons.
When
the
world
seemed
user
to
fight
arbitrarily.
doomed,
powerful
wizards
came
together
and
7
Glory
Seeker:
The
item
seeks
renown
as
the
greatest
worked
their
greatest
magic,
forging
five
Orbs
of
magic
item
in
the
world,
by
establishing
its
user
as
a
Dragonkind
(or
Dragon
Orbs)
to
help
them
defeat
the
famous
or
notorious
figure.
dragons.
One
orb
was
taken
to
each
of
the
five
8
Lore
Seeker:
The
item
craves
knowledge
or
is
wizard
towers,
and
there
they
were
used
to
speed
determined
to
solve
a
mystery,
learn
a
secret,
or
the
war
toward
a
victorious
end.
The
wizards
used
unravel
a
cryptic
prophecy.
the
orbs
to
lure
dragons
to
them,
then
destroyed
the
9
Destiny
Seeker:
The
item
is
convinced
that
it
and
its
dragons
with
powerful
magic.
wielder
have
key
roles
to
play
in
future
events.
As
the
wizard
towers
fell
in
later
ages,
the
orbs
10
Creator
Seeker:
The
item
seeks
its
creator
and
wants
were
destroyed
or
faded
into
legend,
and
only
three
to
understand
why
it
was
created.
are
thought
to
survive.
Their
magic
has
been
warped
and
twisted
over
the
centuries,
so
although
their
primary
purpose
of
calling
dragons
still
functions,
they
also
allow
some
measure
of
control
over
Conflict dragons.
Each
orb
contains
the
essence
of
an
evil
dragon,
a
A
sentient
item
has
a
will
of
its
own,
shaped
by
its
presence
that
resents
any
attempt
to
coax
magic
personality
and
alignment.
If
its
wielder
acts
in
a
from
it.
Those
lacking
in
force
of
personality
might
manner
opposed
to
the
item’s
alignment
or
purpose,
find
themselves
enslaved
to
an
orb.
conflict
can
arise.
When
such
a
conflict
occurs,
the
An
orb
is
an
etched
crystal
globe
about
10
inches
item
makes
a
Charisma
check
contested
by
the
in
diameter.
When
used,
it
grows
to
about
20
inches
wielder’s
Charisma
check.
If
the
item
wins
the
in
diameter,
and
mist
swirls
inside
it.
contest,
it
makes
one
or
more
of
the
following
While
attuned
to
an
orb,
you
can
use
an
action
to
demands:
peer
into
the
orb’s
depths
and
speak
its
command
word.
You
must
then
make
a
DC
15
Charisma
check.
• The
item
insists
on
being
carried
or
worn
at
all
On
a
successful
check,
you
control
the
orb
for
as
long
times.
as
you
remain
attuned
to
it.
On
a
failed
check,
you
become
charmed
by
the
orb
for
as
long
as
you
• The
item
demands
that
its
wielder
dispose
of
remain
attuned
to
it.
anything
the
item
finds
repugnant.
While
you
are
charmed
by
the
orb,
you
can’t
voluntarily
end
your
attunement
to
it,
and
the
orb
• The
item
demands
that
its
wielder
pursue
the
casts
suggestion
on
you
at
will
(save
DC
18),
urging
item’s
goals
to
the
exclusion
of
all
other
goals.
you
to
work
toward
the
evil
ends
it
desires.
The
dragon
essence
within
the
orb
might
want
many
• The
item
demands
to
be
given
to
someone
else.
things:
the
annihilation
of
a
particular
people,
freedom
from
the
orb,
to
spread
suffering
in
the
If
its
wielder
refuses
to
comply
with
the
item’s
wishes,
the
item
can
do
any
or
all
of
the
following:
• Make
it
impossible
for
its
wielder
to
attune
to
it.
• Suppress
one
or
more
of
its
activated
properties.
• Attempt
to
take
control
of
its
wielder.
If
a
sentient
item
attempts
to
take
control
of
its
wielder,
the
wielder
must
make
a
Charisma
saving
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
252
world,
to
advance
the
worship
of
Tiamat,
or
something
else
the
GM
decides.
Random
Properties.
An
Orb
of
Dragonkind
has
the
following
random
properties:
• 2
minor
beneficial
properties
• 1
minor
detrimental
property
• 1
major
detrimental
property
Spells.
The
orb
has
7
charges
and
regains
1d4
+
3
expended
charges
daily
at
dawn.
If
you
control
the
orb,
you
can
use
an
action
and
expend
1
or
more
charges
to
cast
one
of
the
following
spells
(save
DC
18)
from
it:
cure
wounds
(5th-‐‑level
version,
3
charges),
daylight
(1
charge),
death
ward
(2
charges),
or
scrying
(3
charges).
You
can
also
use
an
action
to
cast
the
detect
magic
spell
from
the
orb
without
using
any
charges.
Call
Dragons.
While
you
control
the
orb,
you
can
use
an
action
to
cause
the
artifact
to
issue
a
telepathic
call
that
extends
in
all
directions
for
40
miles.
Evil
dragons
in
range
feel
compelled
to
come
to
the
orb
as
soon
as
possible
by
the
most
direct
route.
Dragon
deities
such
as
Tiamat
are
unaffected
by
this
call.
Dragons
drawn
to
the
orb
might
be
hostile
toward
you
for
compelling
them
against
their
will.
Once
you
have
used
this
property,
it
can’t
be
used
again
for
1
hour.
Destroying
an
Orb.
An
Orb
of
Dragonkind
appears
fragile
but
is
impervious
to
most
damage,
including
the
attacks
and
breath
weapons
of
dragons.
A
disintegrate
spell
or
one
good
hit
from
a
+3
magic
weapon
is
sufficient
to
destroy
an
orb,
however.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
253
Monsters have
magical
powers,
but
most
are
unintelligent
and
lack
any
society
or
language.
Beasts
include
all
A
monster’s
statistics,
sometimes
referred
to
as
its
varieties
of
ordinary
animals,
dinosaurs,
and
giant
stat
block,
provide
the
essential
information
that
versions
of
animals.
you
need
to
run
the
monster.
Celestials
are
creatures
native
to
the
Upper
Planes.
Many
of
them
are
the
servants
of
deities,
Size employed
as
messengers
or
agents
in
the
mortal
realm
and
throughout
the
planes.
Celestials
are
good
A
monster
can
be
Tiny,
Small,
Medium,
Large,
Huge,
by
nature,
so
the
exceptional
celestial
who
strays
or
Gargantuan.
The
Size
Categories
table
shows
how
from
a
good
alignment
is
a
horrifying
rarity.
much
space
a
creature
of
a
particular
size
controls
in
Celestials
include
angels,
couatls,
and
pegasi.
combat.
See
the
Player’s
Handbook
for
more
Constructs
are
made,
not
born.
Some
are
information
on
creature
size
and
space.
programmed
by
their
creators
to
follow
a
simple
set
of
instructions,
while
others
are
imbued
with
Size
Categories
sentience
and
capable
of
independent
thought.
Golems
are
the
iconic
constructs.
Many
creatures
Size
Space
Examples
native
to
the
outer
plane
of
Mechanus,
such
as
Tiny
2½
by
2½
ft.
Imp,
sprite
modrons,
are
constructs
shaped
from
the
raw
material
of
the
plane
by
the
will
of
more
powerful
Small
5
by
5
ft.
Giant
rat,
goblin
creatures.
Medium
5
by
5
ft.
Orc,
werewolf
Dragons
are
large
reptilian
creatures
of
ancient
Large
10
by
10
ft.
Hippogriff,
ogre
origin
and
tremendous
power.
True
dragons,
Huge
15
by
15
ft.
Fire
giant,
treant
including
the
good
metallic
dragons
and
the
evil
Gargantuan
20
by
20
ft.
or
larger
Kraken,
purple
worm
chromatic
dragons,
are
highly
intelligent
and
have
innate
magic.
Also
in
this
category
are
creatures
distantly
related
to
true
dragons,
but
less
powerful,
Modifying Creatures less
intelligent,
and
less
magical,
such
as
wyverns
and
pseudodragons.
Despite
the
versatile
collection
of
monsters
in
this
book,
you
Elementals
are
creatures
native
to
the
elemental
might
be
at
a
loss
when
it
comes
to
finding
the
perfect
planes.
Some
creatures
of
this
type
are
little
more
creature
for
part
of
an
adventure.
Feel
free
to
tweak
an
than
animate
masses
of
their
respective
elements,
existing
creature
to
make
it
into
something
more
useful
for
including
the
creatures
simply
called
elementals.
you,
perhaps
by
borrowing
a
trait
or
two
from
a
different
Others
have
biological
forms
infused
with
elemental
monster
or
by
using
a
variant
or
template,
such
as
the
ones
energy.
The
races
of
genies,
including
djinn
and
in
this
book.
Keep
in
mind
that
modifying
a
monster,
efreet,
form
the
most
important
civilizations
on
the
including
when
you
apply
a
template
to
it,
might
change
its
elemental
planes.
Other
elemental
creatures
include
challenge
rating.
azers
and
invisible
stalkers.
Fey
are
magical
creatures
closely
tied
to
the
forces
of
nature.
They
dwell
in
twilight
groves
and
misty
forests.
In
some
worlds,
they
are
closely
tied
to
the
Type Feywild,
also
called
the
Plane
of
Faerie.
Some
are
also
found
in
the
Outer
Planes,
particularly
the
A
monster’s
type
speaks
to
its
fundamental
nature.
planes
of
Arborea
and
the
Beastlands.
Fey
include
Certain
spells,
magic
items,
class
features,
and
other
dryads,
pixies,
and
satyrs.
effects
in
the
game
interact
in
special
ways
with
Fiends
are
creatures
of
wickedness
that
are
native
creatures
of
a
particular
type.
For
example,
an
arrow
to
the
Lower
Planes.
A
few
are
the
servants
of
deities,
of
dragon
slaying
deals
extra
damage
not
only
to
but
many
more
labor
under
the
leadership
of
dragons
but
also
other
creatures
of
the
dragon
type,
archdevils
and
demon
princes.
Evil
priests
and
such
as
dragon
turtles
and
wyverns.
mages
sometimes
summon
fiends
to
the
material
The
game
includes
the
following
monster
types,
world
to
do
their
bidding.
If
an
evil
celestial
is
a
which
have
no
rules
of
their
own.
rarity,
a
good
fiend
is
almost
inconceivable.
Fiends
Aberrations
are
utterly
alien
beings.
Many
of
include
demons,
devils,
hell
hounds,
rakshasas,
and
them
have
innate
magical
abilities
drawn
from
the
yugoloths.
creature’s
alien
mind
rather
than
the
mystical
forces
of
the
world.
The
quintessential
aberrations
are
aboleths,
beholders,
mind
flayers,
and
slaadi.
Beasts
are
nonhumanoid
creatures
that
are
a
natural
part
of
the
fantasy
ecology.
Some
of
them
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
254
Giants
tower
over
humans
and
their
kind.
They
game,
such
as
a
magic
item,
might
refer
to
them.
For
are
humanlike
in
shape,
though
some
have
multiple
instance,
a
spear
that
is
especially
effective
at
heads
(ettins)
or
deformities
(fomorians).
The
six
fighting
demons
would
work
against
any
monster
varieties
of
true
giant
are
hill
giants,
stone
giants,
that
has
the
demon
tag.
frost
giants,
fire
giants,
cloud
giants,
and
storm
giants.
Besides
these,
creatures
such
as
ogres
and
Alignment
trolls
are
giants.
Humanoids
are
the
main
peoples
of
a
fantasy
A
monster’s
alignment
provides
a
clue
to
its
gaming
world,
both
civilized
and
savage,
including
disposition
and
how
it
behaves
in
a
roleplaying
or
humans
and
a
tremendous
variety
of
other
species.
combat
situation.
For
example,
a
chaotic
evil
They
have
language
and
culture,
few
if
any
innate
monster
might
be
difficult
to
reason
with
and
might
magical
abilities
(though
most
humanoids
can
learn
attack
characters
on
sight,
whereas
a
neutral
spellcasting),
and
a
bipedal
form.
The
most
common
monster
might
be
willing
to
negotiate.
See
the
humanoid
races
are
the
ones
most
suitable
as
player
Player’s
Handbook
for
descriptions
of
the
different
characters:
humans,
dwarves,
elves,
and
halflings.
alignments.
Almost
as
numerous
but
far
more
savage
and
brutal,
The
alignment
specified
in
a
monster’s
stat
block
and
almost
uniformly
evil,
are
the
races
of
goblinoids
is
the
default.
Feel
free
to
depart
from
it
and
change
(goblins,
hobgoblins,
and
bugbears),
orcs,
gnolls,
a
monster’s
alignment
to
suit
the
needs
of
your
lizardfolk,
and
kobolds.
campaign.
If
you
want
a
good-‐‑aligned
green
dragon
Monstrosities
are
monsters
in
the
strictest
or
an
evil
storm
giant,
there’s
nothing
stopping
you.
sense—frightening
creatures
that
are
not
ordinary,
Some
creatures
can
have
any
alignment.
In
other
not
truly
natural,
and
almost
never
benign.
Some
are
words,
you
choose
the
monster’s
alignment.
Some
the
results
of
magical
experimentation
gone
awry
monster’s
alignment
entry
indicates
a
tendency
or
(such
as
owlbears),
and
others
are
the
product
of
aversion
toward
law,
chaos,
good,
or
evil.
For
terrible
curses
(including
minotaurs
and
yuan-‐‑ti).
example,
a
berserker
can
be
any
chaotic
alignment
They
defy
categorization,
and
in
some
sense
serve
as
(chaotic
good,
chaotic
neutral,
or
chaotic
evil),
as
a
catch-‐‑all
category
for
creatures
that
don’t
fit
into
befits
its
wild
nature.
any
other
type.
Many
creatures
of
low
intelligence
have
no
Oozes
are
gelatinous
creatures
that
rarely
have
a
comprehension
of
law
or
chaos,
good
or
evil.
They
fixed
shape.
They
are
mostly
subterranean,
dwelling
don’t
make
moral
or
ethical
choices,
but
rather
act
in
caves
and
dungeons
and
feeding
on
refuse,
carrion,
on
instinct.
These
creatures
are
unaligned,
which
or
creatures
unlucky
enough
to
get
in
their
way.
means
they
don’t
have
an
alignment.
Black
puddings
and
gelatinous
cubes
are
among
the
most
recognizable
oozes.
Armor Class
Plants
in
this
context
are
vegetable
creatures,
not
ordinary
flora.
Most
of
them
are
ambulatory,
and
A
monster
that
wears
armor
or
carries
a
shield
has
some
are
carnivorous.
The
quintessential
plants
are
an
Armor
Class
(AC)
that
takes
its
armor,
shield,
and
the
shambling
mound
and
the
treant.
Fungal
Dexterity
into
account.
Otherwise,
a
monster’s
AC
is
creatures
such
as
the
gas
spore
and
the
myconid
also
based
on
its
Dexterity
modifier
and
natural
armor,
if
fall
into
this
category.
any.
If
a
monster
has
natural
armor,
wears
armor,
or
Undead
are
once-‐‑living
creatures
brought
to
a
carries
a
shield,
this
is
noted
in
parentheses
after
its
horrifying
state
of
undeath
through
the
practice
of
AC
value.
necromantic
magic
or
some
unholy
curse.
Undead
include
walking
corpses,
such
as
vampires
and
Hit Points
zombies,
as
well
as
bodiless
spirits,
such
as
ghosts
and
specters.
A
monster
usually
dies
or
is
destroyed
when
it
drops
to
0
hit
points.
For
more
on
hit
points,
see
the
Tags Player’s
Handbook.
A
monster’s
hit
points
are
presented
both
as
a
die
A
monster
might
have
one
or
more
tags
appended
to
expression
and
as
an
average
number.
For
example,
its
type,
in
parentheses.
For
example,
an
orc
has
the
a
monster
with
2d8
hit
points
has
9
hit
points
on
humanoid
(orc)
type.
The
parenthetical
tags
provide
average
(2
×
4½).
additional
categorization
for
certain
creatures.
The
A
monster’s
size
determines
the
die
used
to
tags
have
no
rules
of
their
own,
but
something
in
the
calculate
its
hit
points,
as
shown
in
the
Hit
Dice
by
Size
table.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
255
Hit
Dice
by
Size
Ability Scores
Monster
Size
Hit
Die
Average
HP
per
Die
Every
monster
has
six
ability
scores
(Strength,
Tiny
d4
2½
Dexterity,
Constitution,
Intelligence,
Wisdom,
and
Charisma)
and
corresponding
modifiers.
For
more
Small
d6
3½
information
on
ability
scores
and
how
they’re
used
in
play,
see
the
Player’s
Handbook.
Medium
d8
4½
Large
d10
5½
Huge
d12
6½
Gargantuan
d20
10½
Saving Throws
A
monster’s
Constitution
modifier
also
affects
the
The
Saving
Throws
entry
is
reserved
for
creatures
number
of
hit
points
it
has.
Its
Constitution
modifier
that
are
adept
at
resisting
certain
kinds
of
effects.
For
example,
a
creature
that
isn’t
easily
charmed
or
is
multiplied
by
the
number
of
Hit
Dice
it
possesses,
frightened
might
gain
a
bonus
on
its
Wisdom
saving
throws.
Most
creatures
don’t
have
special
saving
and
the
result
is
added
to
its
hit
points.
For
example,
throw
bonuses,
in
which
case
this
section
is
absent.
A
saving
throw
bonus
is
the
sum
of
a
monster’s
if
a
monster
has
a
Constitution
of
12
(+1
modifier)
relevant
ability
modifier
and
its
proficiency
bonus,
which
is
determined
by
the
monster’s
challenge
and
2d8
Hit
Dice,
it
has
2d8
+
2
hit
points
(average
rating
(as
shown
in
the
Proficiency
Bonus
by
Challenge
Rating
table).
11).
Speed
A
monster’s
speed
tells
you
how
far
it
can
move
on
Proficiency
Bonus
by
Challenge
Rating
its
turn.
For
more
information
on
speed,
see
the
Player’s
Handbook.
Proficiency
Proficiency
All
creatures
have
a
walking
speed,
simply
called
the
monster’s
speed.
Creatures
that
have
no
form
of
Challenge
Bonus
Challenge
Bonus
ground-‐‑based
locomotion
have
a
walking
speed
of
0
feet.
0
+2
14
+5
Some
creatures
have
one
or
more
of
the
following
1/8
+2
15
+5
additional
movement
modes.
1/4
+2
16
+5
1/2
+2
17
+6
Burrow 1
+2
18
+6
A
monster
that
has
a
burrowing
speed
can
use
that
2
+2
19
+6
speed
to
move
through
sand,
earth,
mud,
or
ice.
A
3
+2
20
+6
monster
can’t
burrow
through
solid
rock
unless
it
has
a
special
trait
that
allows
it
to
do
so.
4
+2
21
+7
5
+3
22
+7
6
+3
23
+7
7
+3
24
+7
Climb
8
+3
25
+8
A
monster
that
has
a
climbing
speed
can
use
all
or
part
of
its
movement
to
move
on
vertical
surfaces.
9
+4
26
+8
The
monster
doesn’t
need
to
spend
extra
movement
to
climb.
10
+4
27
+8
11
+4
28
+8
12
+4
29
+9
13
+5
30
+9
Fly
A
monster
that
has
a
flying
speed
can
use
all
or
part
Skills
of
its
movement
to
fly.
Some
monsters
have
the
ability
to
hover,
which
makes
them
hard
to
knock
The
Skills
entry
is
reserved
for
monsters
that
are
out
of
the
air
(as
explained
in
the
rules
on
flying
in
proficient
in
one
or
more
skills.
For
example,
a
the
Player’s
Handbook).
Such
a
monster
stops
monster
that
is
very
perceptive
and
stealthy
might
hovering
when
it
dies.
have
bonuses
to
Wisdom
(Perception)
and
Dexterity
(Stealth)
checks.
Swim
A
skill
bonus
is
the
sum
of
a
monster’s
relevant
ability
modifier
and
its
proficiency
bonus,
which
is
A
monster
that
has
a
swimming
speed
doesn’t
need
determined
by
the
monster’s
challenge
rating
(as
shown
in
the
Proficiency
Bonus
by
Challenge
Rating
to
spend
extra
movement
to
swim.
table).
Other
modifiers
might
apply.
For
instance,
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
256
monster
might
have
a
larger-‐‑than-‐‑expected
bonus
Tremorsense
(usually
double
its
proficiency
bonus)
to
account
for
its
heightened
expertise.
A
monster
with
tremorsense
can
detect
and
pinpoint
the
origin
of
vibrations
within
a
specific
radius,
Vulnerabilities, Resistances, and provided
that
the
monster
and
the
source
of
the
Immunities vibrations
are
in
contact
with
the
same
ground
or
substance.
Tremorsense
can’t
be
used
to
detect
Some
creatures
have
vulnerability,
resistance,
or
flying
or
incorporeal
creatures.
Many
burrowing
immunity
to
certain
types
of
damage.
Particular
creatures,
such
as
ankhegs
and
umber
hulks,
have
creatures
are
even
resistant
or
immune
to
damage
this
special
sense.
from
nonmagical
attacks
(a
magical
attack
is
an
attack
delivered
by
a
spell,
a
magic
item,
or
another
Truesight
magical
source).
In
addition,
some
creatures
are
immune
to
certain
conditions.
A
monster
with
truesight
can,
out
to
a
specific
range,
see
in
normal
and
magical
darkness,
see
invisible
Senses creatures
and
objects,
automatically
detect
visual
illusions
and
succeed
on
saving
throws
against
them,
The
Senses
entry
notes
a
monster’s
passive
Wisdom
and
perceive
the
original
form
of
a
shapechanger
or
(Perception)
score,
as
well
as
any
special
senses
the
a
creature
that
is
transformed
by
magic.
monster
might
have.
Special
senses
are
described
Furthermore,
the
monster
can
see
into
the
Ethereal
below.
Plane
within
the
same
range.
Blindsight Languages
A
monster
with
blindsight
can
perceive
its
The
languages
that
a
monster
can
speak
are
listed
in
surroundings
without
relying
on
sight,
within
a
alphabetical
order.
Sometimes
a
monster
can
specific
radius.
understand
a
language
but
can’t
speak
it,
and
this
is
Creatures
without
eyes,
such
as
grimlocks
and
noted
in
its
entry.
A
“—”
indicates
that
a
creature
gray
oozes,
typically
have
this
special
sense,
as
do
neither
speaks
nor
understands
any
language.
creatures
with
echolocation
or
heightened
senses,
such
as
bats
and
true
dragons.
Telepathy
If
a
monster
is
naturally
blind,
it
has
a
parenthetical
note
to
this
effect,
indicating
that
the
Telepathy
is
a
magical
ability
that
allows
a
monster
radius
of
its
blindsight
defines
the
maximum
range
to
communicate
mentally
with
another
creature
of
its
perception.
within
a
specified
range.
The
contacted
creature
doesn’t
need
to
share
a
language
with
the
monster
to
Darkvision communicate
in
this
way
with
it,
but
it
must
be
able
to
understand
at
least
one
language.
A
creature
A
monster
with
darkvision
can
see
in
the
dark
within
without
telepathy
can
receive
and
respond
to
a
specific
radius.
The
monster
can
see
in
dim
light
telepathic
messages
but
can’t
initiate
or
terminate
a
within
the
radius
as
if
it
were
bright
light,
and
in
telepathic
conversation.
darkness
as
if
it
were
dim
light.
The
monster
can’t
A
telepathic
monster
doesn’t
need
to
see
a
discern
color
in
darkness,
only
shades
of
gray.
Many
contacted
creature
and
can
end
the
telepathic
creatures
that
live
underground
have
this
special
contact
at
any
time.
The
contact
is
broken
as
soon
as
sense.
the
two
creatures
are
no
longer
within
range
of
each
other
or
if
the
telepathic
monster
contacts
a
Armor, Weapon, and Tool Proficiencies different
creature
within
range.
A
telepathic
monster
can
initiate
or
terminate
a
telepathic
conversation
Assume
that
a
creature
is
proficient
with
its
armor,
weapons,
without
using
an
action,
but
while
the
monster
is
and
tools.
If
you
swap
them
out,
you
decide
whether
the
incapacitated,
it
can’t
initiate
telepathic
contact,
and
creature
is
proficient
with
its
new
equipment.
any
current
contact
is
terminated.
For
example,
a
hill
giant
typically
wears
hide
armor
and
A
creature
within
the
area
of
an
antimagic
field
or
wields
a
greatclub.
You
could
equip
a
hill
giant
with
chain
in
any
other
location
where
magic
doesn’t
function
mail
and
a
greataxe
instead,
and
assume
the
giant
is
can’t
send
or
receive
telepathic
messages.
proficient
with
both,
one
or
the
other,
or
neither.
See
the
Player’s
Handbook
for
rules
on
using
armor
or
weapons
without
proficiency.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
257
Challenge Special Traits
A
monster’s
challenge
rating
tells
you
how
great
a
Special
traits
(which
appear
after
a
monster’s
threat
the
monster
is.
An
appropriately
equipped
challenge
rating
but
before
any
actions
or
reactions)
and
well-‐‑rested
party
of
four
adventurers
should
be
are
characteristics
that
are
likely
to
be
relevant
in
a
able
to
defeat
a
monster
that
has
a
challenge
rating
combat
encounter
and
that
require
some
equal
to
its
level
without
suffering
any
deaths.
For
explanation.
example,
a
party
of
four
3rd-‐‑level
characters
should
find
a
monster
with
a
challenge
rating
of
3
to
be
a
Innate Spellcasting
worthy
challenge,
but
not
a
deadly
one.
Monsters
that
are
significantly
weaker
than
1st-‐‑ A
monster
with
the
innate
ability
to
cast
spells
has
level
characters
have
a
challenge
rating
lower
than
1.
the
Innate
Spellcasting
special
trait.
Unless
noted
Monsters
with
a
challenge
rating
of
0
are
otherwise,
an
innate
spell
of
1st
level
or
higher
is
insignificant
except
in
large
numbers;
those
with
no
always
cast
at
its
lowest
possible
level
and
can’t
be
effective
attacks
are
worth
no
experience
points,
cast
at
a
higher
level.
If
a
monster
has
a
cantrip
while
those
that
have
attacks
are
worth
10
XP
each.
where
its
level
matters
and
no
level
is
given,
use
the
Some
monsters
present
a
greater
challenge
than
monster’s
challenge
rating.
even
a
typical
20th-‐‑level
party
can
handle.
These
An
innate
spell
can
have
special
rules
or
monsters
have
a
challenge
rating
of
21
or
higher
and
restrictions.
For
example,
a
drow
mage
can
innately
are
specifically
designed
to
test
player
skill.
cast
the
levitate
spell,
but
the
spell
has
a
“self
only”
restriction,
which
means
that
the
spell
affects
only
Experience Points the
drow
mage.
A
monster’s
innate
spells
can’t
be
swapped
out
The
number
of
experience
points
(XP)
a
monster
is
with
other
spells.
If
a
monster’s
innate
spells
don’t
worth
is
based
on
its
challenge
rating.
Typically,
XP
require
attack
rolls,
no
attack
bonus
is
given
for
is
awarded
for
defeating
the
monster,
although
the
them.
GM
may
also
award
XP
for
neutralizing
the
threat
posed
by
the
monster
in
some
other
manner.
Spellcasting
Unless
something
tells
you
otherwise,
a
monster
summoned
by
a
spell
or
other
magical
ability
is
A
monster
with
the
Spellcasting
special
trait
has
a
worth
the
XP
noted
in
its
stat
block.
spellcaster
level
and
spell
slots,
which
it
uses
to
cast
its
spells
of
1st
level
and
higher
(as
explained
in
the
Experience
Points
by
Challenge
Rating
Player’s
Handbook).
The
spellcaster
level
is
also
used
for
any
cantrips
included
in
the
feature.
Challenge
XP
Challenge
XP
The
monster
has
a
list
of
spells
known
or
prepared
from
a
specific
class.
The
list
might
also
include
0
0
or
10
14
11,500
spells
from
a
feature
in
that
class,
such
as
the
Divine
Domain
feature
of
the
cleric
or
the
Druid
Circle
1/8
25
15
13,000
feature
of
the
druid.
The
monster
is
considered
a
member
of
that
class
when
attuning
to
or
using
a
1/4
50
16
15,000
magic
item
that
requires
membership
in
the
class
or
1/2
100
17
18,000
access
to
its
spell
list.
A
monster
can
cast
a
spell
from
its
list
at
a
higher
1
200
18
20,000
level
if
it
has
the
spell
slot
to
do
so.
For
example,
a
drow
mage
with
the
3rd-‐‑level
lightning
bolt
spell
can
2
450
19
22,000
cast
it
as
a
5th-‐‑level
spell
by
using
one
of
its
5th-‐‑level
spell
slots.
3
700
20
25,000
You
can
change
the
spells
that
a
monster
knows
or
4
1,100
21
33,000
has
prepared,
replacing
any
spell
on
its
spell
list
with
a
spell
of
the
same
level
and
from
the
same
class
list.
5
1,800
22
41,000
If
you
do
so,
you
might
cause
the
monster
to
be
a
greater
or
lesser
threat
than
suggested
by
its
6
2,300
23
50,000
challenge
rating.
7
2,900
24
62,000
8
3,900
25
75,000
9
5,000
26
90,000
10
5,900
27
105,000
11
7,200
28
120,000
12
8,400
29
135,000
13
10,000
30
155,000
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
258
Psionics Reactions
A
monster
that
casts
spells
using
only
the
power
of
If
a
monster
can
do
something
special
with
its
its
mind
has
the
psionics
tag
added
to
its
Spellcasting
reaction,
that
information
is
contained
here.
If
a
or
Innate
Spellcasting
special
trait.
This
tag
carries
creature
has
no
special
reaction,
this
section
is
no
special
rules
of
its
own,
but
other
parts
of
the
absent.
game
might
refer
to
it.
A
monster
that
has
this
tag
typically
doesn’t
require
any
components
to
cast
its
Limited Usage
spells.
Some
special
abilities
have
restrictions
on
the
Actions number
of
times
they
can
be
used.
X/Day.
The
notation
“X/Day”
means
a
special
When
a
monster
takes
its
action,
it
can
choose
from
ability
can
be
used
X
number
of
times
and
that
a
the
options
in
the
Actions
section
of
its
stat
block
or
monster
must
finish
a
long
rest
to
regain
expended
use
one
of
the
actions
available
to
all
creatures,
such
uses.
For
example,
“1/Day”
means
a
special
ability
as
the
Dash
or
Hide
action,
as
described
in
the
can
be
used
once
and
that
the
monster
must
finish
a
Player’s
Handbook.
long
rest
to
use
it
again.
Recharge
X–Y.
The
notation
“Recharge
X–Y”
Melee and Ranged Attacks means
a
monster
can
use
a
special
ability
once
and
that
the
ability
then
has
a
random
chance
of
The
most
common
actions
that
a
monster
will
take
recharging
during
each
subsequent
round
of
combat.
in
combat
are
melee
and
ranged
attacks.
These
can
At
the
start
of
each
of
the
monster’s
turns,
roll
a
d6.
be
spell
attacks
or
weapon
attacks,
where
the
If
the
roll
is
one
of
the
numbers
in
the
recharge
“weapon”
might
be
a
manufactured
item
or
a
natural
notation,
the
monster
regains
the
use
of
the
special
weapon,
such
as
a
claw
or
tail
spike.
For
more
ability.
The
ability
also
recharges
when
the
monster
information
on
different
kinds
of
attacks,
see
the
finishes
a
short
or
long
rest.
Player’s
Handbook.
For
example,
“Recharge
5–6”
means
a
monster
can
Creature
vs.
Target.
The
target
of
a
melee
or
use
the
special
ability
once.
Then,
at
the
start
of
the
ranged
attack
is
usually
either
one
creature
or
one
monster’s
turn,
it
regains
the
use
of
that
ability
if
it
target,
the
difference
being
that
a
“target”
can
be
a
rolls
a
5
or
6
on
a
d6.
creature
or
an
object.
Recharge
after
a
Short
or
Long
Rest.
This
Hit.
Any
damage
dealt
or
other
effects
that
occur
notation
means
that
a
monster
can
use
a
special
as
a
result
of
an
attack
hitting
a
target
are
described
ability
once
and
then
must
finish
a
short
or
long
rest
after
the
“Hit”
notation.
You
have
the
option
of
to
use
it
again.
taking
average
damage
or
rolling
the
damage;
for
this
reason,
both
the
average
damage
and
the
die
Grapple Rules for Monsters
expression
are
presented.
Miss.
If
an
attack
has
an
effect
that
occurs
on
a
Many
monsters
have
special
attacks
that
allow
them
to
miss,
that
information
is
presented
after
the
“Miss:”
quickly
grapple
prey.
When
a
monster
hits
with
such
an
notation.
attack,
it
doesn’t
need
to
make
an
additional
ability
check
to
determine
whether
the
grapple
succeeds,
unless
the
attack
Multiattack says
otherwise.
A
creature
grappled
by
the
monster
can
use
its
action
to
A
creature
that
can
make
multiple
attacks
on
its
turn
try
to
escape.
To
do
so,
it
must
succeed
on
a
Strength
has
the
Multiattack
action.
A
creature
can’t
use
(Athletics)
or
Dexterity
(Acrobatics)
check
against
the
escape
Multiattack
when
making
an
opportunity
attack,
DC
in
the
monster’s
stat
block.
If
no
escape
DC
is
given,
which
must
be
a
single
melee
attack.
assume
the
DC
is
10
+
the
monster’s
Strength
(Athletics)
modifier.
Ammunition
Equipment
A
monster
carries
enough
ammunition
to
make
its
ranged
attacks.
You
can
assume
that
a
monster
has
A
stat
block
rarely
refers
to
equipment,
other
than
2d4
pieces
of
ammunition
for
a
thrown
weapon
armor
or
weapons
used
by
a
monster.
A
creature
attack,
and
2d10
pieces
of
ammunition
for
a
that
customarily
wears
clothes,
such
as
a
humanoid,
projectile
weapon
such
as
a
bow
or
crossbow.
is
assumed
to
be
dressed
appropriately.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
259
You
can
equip
monsters
with
additional
gear
and
noted
in
this
section.
Regional
effects
end
abruptly
trinkets
however
you
like,
and
you
decide
how
much
or
dissipate
over
time
when
the
legendary
creature
of
a
monster’s
equipment
is
recoverable
after
the
dies.
creature
is
slain
and
whether
any
of
that
equipment
is
still
usable.
A
battered
suit
of
armor
made
for
a
monster
is
rarely
usable
by
someone
else,
for
instance.
If
a
spellcasting
monster
needs
material
components
to
cast
its
spells,
assume
that
it
has
the
material
components
it
needs
to
cast
the
spells
in
its
stat
block.
Legendary Creatures
A
legendary
creature
can
do
things
that
ordinary
creatures
can’t.
It
can
take
special
actions
outside
its
turn,
and
it
might
exert
magical
influence
for
miles
around.
If
a
creature
assumes
the
form
of
a
legendary
creature,
such
as
through
a
spell,
it
doesn’t
gain
that
form’s
legendary
actions,
lair
actions,
or
regional
effects.
Legendary Actions
A
legendary
creature
can
take
a
certain
number
of
special
actions—called
legendary
actions—outside
its
turn.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
A
creature
regains
its
spent
legendary
actions
at
the
start
of
its
turn.
It
can
forgo
using
them,
and
it
can’t
use
them
while
incapacitated
or
otherwise
unable
to
take
actions.
If
surprised,
it
can’t
use
them
until
after
its
first
turn
in
the
combat.
A Legendary Creature’s Lair
A
legendary
creature
might
have
a
section
describing
its
lair
and
the
special
effects
it
can
create
while
there,
either
by
act
of
will
or
simply
by
being
present.
Such
a
section
applies
only
to
a
legendary
creature
that
spends
a
great
deal
of
time
in
its
lair.
Lair Actions
If
a
legendary
creature
has
lair
actions,
it
can
use
them
to
harness
the
ambient
magic
in
its
lair.
On
initiative
count
20
(losing
all
initiative
ties),
it
can
use
one
of
its
lair
action
options.
It
can’t
do
so
while
incapacitated
or
otherwise
unable
to
take
actions.
If
surprised,
it
can’t
use
one
until
after
its
first
turn
in
the
combat.
Regional Effects
The
mere
presence
of
a
legendary
creature
can
have
strange
and
wondrous
effects
on
its
environment,
as
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
260
Monsters (A) Tail.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.
one
target.
Hit:
15
(3d6
+
5)
bludgeoning
damage.
Enslave
(3/Day).
The
aboleth
targets
one
creature
it
Aboleth
can
see
within
30
feet
of
it.
The
target
must
succeed
on
a
DC
14
Wisdom
saving
throw
or
be
magically
charmed
Large
aberration,
lawful
evil
by
the
aboleth
until
the
aboleth
dies
or
until
it
is
on
a
different
plane
of
existence
from
the
target.
The
Armor
Class
17
(natural
armor)
charmed
target
is
under
the
aboleth’s
control
and
can’t
take
reactions,
and
the
aboleth
and
the
target
can
Hit
Points
135
(18d10
+
36)
communicate
telepathically
with
each
other
over
any
distance.
Speed
10
ft.,
swim
40
ft.
Whenever
the
charmed
target
takes
damage,
the
target
can
repeat
the
saving
throw.
On
a
success,
the
STR
DEX
CON
INT
WIS
CHA
effect
ends.
No
more
than
once
every
24
hours,
the
target
can
also
repeat
the
saving
throw
when
it
is
at
21
(+5)
9
(−1)
15
(+2)
18
(+4)
15
(+2)
18
(+4)
least
1
mile
away
from
the
aboleth.
Saving
Throws
Con
+6,
Int
+8,
Wis
+6
Legendary
Actions
Skills
History
+12,
Perception
+10
The
aboleth
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Senses
darkvision
120
ft.,
passive
Perception
20
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
aboleth
regains
spent
Languages
Deep
Speech,
telepathy
120
ft.
legendary
actions
at
the
start
of
its
turn.
Challenge
10
(5,900
XP)
Detect.
The
aboleth
makes
a
Wisdom
(Perception)
check.
Tail
Swipe.
The
aboleth
makes
one
tail
attack.
Amphibious.
The
aboleth
can
breathe
air
and
water.
Psychic
Drain
(Costs
2
Actions).
One
creature
charmed
Mucous
Cloud.
While
underwater,
the
aboleth
is
by
the
aboleth
takes
10
(3d6)
psychic
damage,
and
surrounded
by
transformative
mucus.
A
creature
that
the
aboleth
regains
hit
points
equal
to
the
damage
touches
the
aboleth
or
that
hits
it
with
a
melee
attack
the
creature
takes.
while
within
5
feet
of
it
must
make
a
DC
14
Constitution
saving
throw.
On
a
failure,
the
creature
is
diseased
for
1d4
hours.
The
diseased
creature
can
breathe
only
underwater.
Angels
Probing
Telepathy.
If
a
creature
communicates
Deva
telepathically
with
the
aboleth,
the
aboleth
learns
the
creature’s
greatest
desires
if
the
aboleth
can
see
the
Medium
celestial,
lawful
good
creature.
Armor
Class
17
(natural
armor)
Actions
Hit
Points
136
(16d8
+
64)
Multiattack.
The
aboleth
makes
three
tentacle
attacks.
Speed
30
ft.,
fly
90
ft.
Tentacle.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
target.
Hit:
12
(2d6
+
5)
bludgeoning
damage.
If
STR
DEX
CON
INT
WIS
CHA
the
target
is
a
creature,
it
must
succeed
on
a
DC
14
Constitution
saving
throw
or
become
diseased.
The
18
(+4)
18
(+4)
18
(+4)
17
(+3)
20
(+5)
20
(+5)
disease
has
no
effect
for
1
minute
and
can
be
removed
by
any
magic
that
cures
disease.
After
1
minute,
the
Saving
Throws
Wis
+9,
Cha
+9
diseased
creature’s
skin
becomes
translucent
and
slimy,
the
creature
can’t
regain
hit
points
unless
it
is
Skills
Insight
+9,
Perception
+9
underwater,
and
the
disease
can
be
removed
only
by
heal
or
another
disease-‐curing
spell
of
6th
level
or
Damage
Resistances
radiant;
bludgeoning,
piercing,
higher.
When
the
creature
is
outside
a
body
of
water,
it
and
slashing
from
nonmagical
attacks
takes
6
(1d12)
acid
damage
every
10
minutes
unless
moisture
is
applied
to
the
skin
before
10
minutes
have
Condition
Immunities
charmed,
exhaustion,
frightened
passed.
Senses
darkvision
120
ft.,
passive
Perception
19
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
261
Languages
all,
telepathy
120
ft.
Saving
Throws
Con
+12,
Wis
+11,
Cha
+12
Skills
Perception
+11
Challenge
10
(5,900
XP)
Damage
Resistances
radiant;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Condition
Immunities
charmed,
exhaustion,
frightened
Angelic
Weapons.
The
deva’s
weapon
attacks
are
Senses
truesight
120
ft.,
passive
Perception
21
magical.
When
the
deva
hits
with
any
weapon,
the
Languages
all,
telepathy
120
ft.
weapon
deals
an
extra
4d8
radiant
damage
(included
in
Challenge
16
(15,000
XP)
the
attack).
Angelic
Weapons.
The
planetar’s
weapon
attacks
are
Innate
Spellcasting.
The
deva’s
spellcasting
ability
is
magical.
When
the
planetar
hits
with
any
weapon,
the
Charisma
(spell
save
DC
17).
The
deva
can
innately
cast
weapon
deals
an
extra
5d8
radiant
damage
(included
in
the
following
spells,
requiring
only
verbal
components:
the
attack).
Divine
Awareness.
The
planetar
knows
if
it
hears
a
lie.
At
will:
detect
evil
and
good
Innate
Spellcasting.
The
planetar’s
spellcasting
ability
is
Charisma
(spell
save
DC
20).
The
planetar
can
1/day
each:
commune,
raise
dead
innately
cast
the
following
spells,
requiring
no
material
components:
Magic
Resistance.
The
deva
has
advantage
on
saving
At
will:
detect
evil
and
good,
invisibility
(self
only)
throws
against
spells
and
other
magical
effects.
3/day
each:
blade
barrier,
dispel
evil
and
good,
flame
Actions
strike,
raise
dead
1/day
each:
commune,
control
weather,
insect
plague
Multiattack.
The
deva
makes
two
melee
attacks.
Magic
Resistance.
The
planetar
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Mace.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d6
+
4)
bludgeoning
damage
plus
18
Actions
(4d8)
radiant
damage.
Multiattack.
The
planetar
makes
two
melee
attacks.
Healing
Touch
(3/Day).
The
deva
touches
another
Greatsword.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
creature.
The
target
magically
regains
20
(4d8
+
2)
hit
ft.,
one
target.
Hit:
21
(4d6
+
7)
slashing
damage
plus
points
and
is
freed
from
any
curse,
disease,
poison,
22
(5d8)
radiant
damage.
blindness,
or
deafness.
Healing
Touch
(4/Day).
The
planetar
touches
another
creature.
The
target
magically
regains
30
(6d8
+
3)
hit
Change
Shape.
The
deva
magically
polymorphs
into
a
points
and
is
freed
from
any
curse,
disease,
poison,
humanoid
or
beast
that
has
a
challenge
rating
equal
to
blindness,
or
deafness.
or
less
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Solar
form
(the
deva’s
choice).
In
a
new
form,
the
deva
retains
its
game
statistics
Large
celestial,
lawful
good
and
ability
to
speak,
but
its
AC,
movement
modes,
Strength,
Dexterity,
and
special
senses
are
replaced
by
Armor
Class
21
(natural
armor)
those
of
the
new
form,
and
it
gains
any
statistics
and
Hit
Points
243
(18d10
+
144)
capabilities
(except
class
features,
legendary
actions,
Speed
50
ft.,
fly
150
ft.
and
lair
actions)
that
the
new
form
has
but
that
it
lacks.
STR
DEX
CON
INT
WIS
CHA
26
(+8)
22
(+6)
26
(+8)
25
(+7)
25
(+7)
30
(+10)
Planetar
Large
celestial,
lawful
good
Armor
Class
19
(natural
armor)
Hit
Points
200
(16d10
+
112)
Speed
40
ft.,
fly
120
ft.
STR
DEX
CON
INT
WIS
CHA
24
(+7)
20
(+5)
24
(+7)
19
(+4)
22
(+6)
25
(+7)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
262
Saving
Throws
Int
+14,
Wis
+14,
Cha
+17
points
and
is
freed
from
any
curse,
disease,
poison,
blindness,
or
deafness.
Skills
Perception
+14
Legendary
Actions
Damage
Resistances
radiant;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
The
solar
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
Damage
Immunities
necrotic,
poison
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
solar
regains
spent
legendary
Condition
Immunities
charmed,
exhaustion,
frightened,
actions
at
the
start
of
its
turn.
poisoned
Teleport.
The
solar
magically
teleports,
along
with
any
Senses
truesight
120
ft.,
passive
Perception
24
equipment
it
is
wearing
or
carrying,
up
to
120
feet
to
an
unoccupied
space
it
can
see.
Languages
all,
telepathy
120
ft.
Searing
Burst
(Costs
2
Actions).
The
solar
emits
Challenge
21
(33,000
XP)
magical,
divine
energy.
Each
creature
of
its
choice
in
a
10-‐foot
radius
must
make
a
DC
23
Dexterity
saving
throw,
taking
14
(4d6)
fire
damage
plus
14
(4d6)
radiant
damage
on
a
failed
save,
or
half
as
much
Angelic
Weapons.
The
solar’s
weapon
attacks
are
damage
on
a
successful
one.
magical.
When
the
solar
hits
with
any
weapon,
the
weapon
deals
an
extra
6d8
radiant
damage
(included
in
Blinding
Gaze
(Costs
3
Actions).
The
solar
targets
one
the
attack).
creature
it
can
see
within
30
feet
of
it.
If
the
target
can
see
it,
the
target
must
succeed
on
a
DC
15
Divine
Awareness.
The
solar
knows
if
it
hears
a
lie.
Constitution
saving
throw
or
be
blinded
until
magic
such
as
the
lesser
restoration
spell
removes
the
Innate
Spellcasting.
The
solar’s
spellcasting
ability
is
blindness.
Charisma
(spell
save
DC
25).
It
can
innately
cast
the
following
spells,
requiring
no
material
components:
At
will:
detect
evil
and
good,
invisibility
(self
only)
Animated Objects
3/day
each:
blade
barrier,
dispel
evil
and
good,
Animated
Armor
resurrection
Medium
construct,
unaligned
1/day
each:
commune,
control
weather
Armor
Class
18
(natural
armor)
Magic
Resistance.
The
solar
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Hit
Points
33
(6d8
+
6)
Actions
Speed
25
ft.
Multiattack.
The
solar
makes
two
greatsword
attacks.
STR
DEX
CON
INT
WIS
CHA
Greatsword.
Melee
Weapon
Attack:
+15
to
hit,
reach
5
14
(+2)
11
(+0)
13
(+1)
1
(−5)
3
(−4)
1
(−5)
ft.,
one
target.
Hit:
22
(4d6
+
8)
slashing
damage
plus
27
(6d8)
radiant
damage.
Damage
Immunities
poison,
psychic
Slaying
Longbow.
Ranged
Weapon
Attack:
+13
to
hit,
Condition
Immunities
blinded,
charmed,
deafened,
range
150/600
ft.,
one
target.
Hit:
15
(2d8
+
6)
piercing
exhaustion,
frightened,
paralyzed,
petrified,
damage
plus
27
(6d8)
radiant
damage.
If
the
target
is
a
poisoned
creature
that
has
100
hit
points
or
fewer,
it
must
succeed
on
a
DC
15
Constitution
saving
throw
or
die.
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
passive
Perception
6
Flying
Sword.
The
solar
releases
its
greatsword
to
hover
magically
in
an
unoccupied
space
within
5
feet
of
Languages
—
it.
If
the
solar
can
see
the
sword,
the
solar
can
mentally
command
it
as
a
bonus
action
to
fly
up
to
50
feet
and
Challenge
1
(200
XP)
either
make
one
attack
against
a
target
or
return
to
the
solar’s
hands.
If
the
hovering
sword
is
targeted
by
any
effect,
the
solar
is
considered
to
be
holding
it.
The
hovering
sword
falls
if
the
solar
dies.
Antimagic
Susceptibility.
The
armor
is
incapacitated
while
in
the
area
of
an
antimagic
field.
If
targeted
by
Healing
Touch
(4/Day).
The
solar
touches
another
dispel
magic,
the
armor
must
succeed
on
a
creature.
The
target
magically
regains
40
(8d8
+
4)
hit
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
263
Constitution
saving
throw
against
the
caster’s
spell
Hit
Points
33
(6d10)
save
DC
or
fall
unconscious
for
1
minute.
Speed
10
ft.
False
Appearance.
While
the
armor
remains
motionless,
it
is
indistinguishable
from
a
normal
suit
of
STR
DEX
CON
INT
WIS
CHA
armor.
17
(+3)
14
(+2)
10
(+0)
1
(−5)
3
(−4)
1
(−5)
Actions
Damage
Immunities
poison,
psychic
Condition
Immunities
blinded,
charmed,
deafened,
Multiattack.
The
armor
makes
two
melee
attacks.
Slam.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
frightened,
paralyzed,
petrified,
poisoned
target.
Hit:
5
(1d6
+
2)
bludgeoning
damage.
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
passive
Perception
6
Flying
Sword
Languages
—
Challenge
2
(450
XP)
Small
construct,
unaligned
Antimagic
Susceptibility.
The
rug
is
incapacitated
while
Armor
Class
17
(natural
armor)
in
the
area
of
an
antimagic
field.
If
targeted
by
dispel
Hit
Points
17
(5d6)
magic,
the
rug
must
succeed
on
a
Constitution
saving
Speed
0
ft.,
fly
50
ft.
(hover)
throw
against
the
caster’s
spell
save
DC
or
fall
unconscious
for
1
minute.
STR
DEX
CON
INT
WIS
CHA
Damage
Transfer.
While
it
is
grappling
a
creature,
the
12
(+1)
15
(+2)
11
(+0)
1
(−5)
5
(−3)
1
(−5)
rug
takes
only
half
the
damage
dealt
to
it,
and
the
creature
grappled
by
the
rug
takes
the
other
half.
Saving
Throws
Dex
+4
False
Appearance.
While
the
rug
remains
motionless,
it
Damage
Immunities
poison,
psychic
is
indistinguishable
from
a
normal
rug.
Condition
Immunities
blinded,
charmed,
deafened,
Actions
frightened,
paralyzed,
petrified,
poisoned
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
Smother.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Medium
or
smaller
creature.
Hit:
The
creature
is
passive
Perception
7
grappled
(escape
DC
13).
Until
this
grapple
ends,
the
Languages
—
target
is
restrained,
blinded,
and
at
risk
of
suffocating,
Challenge
1/4
(50
XP)
and
the
rug
can’t
smother
another
target.
In
addition,
at
the
start
of
each
of
the
target’s
turns,
the
target
Antimagic
Susceptibility.
The
sword
is
incapacitated
takes
10
(2d6
+
3)
bludgeoning
damage.
while
in
the
area
of
an
antimagic
field.
If
targeted
by
dispel
magic,
the
sword
must
succeed
on
a
Constitution
saving
throw
against
the
caster’s
spell
Ankheg
save
DC
or
fall
unconscious
for
1
minute.
False
Appearance.
While
the
sword
remains
Large
monstrosity,
unaligned
motionless
and
isn’t
flying,
it
is
indistinguishable
from
a
normal
sword.
Armor
Class
14
(natural
armor),
11
while
prone
Hit
Points
39
(6d10
+
6)
Actions
Speed
30
ft.,
burrow
10
ft.
Longsword.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
STR
DEX
CON
INT
WIS
CHA
one
target.
Hit:
5
(1d8
+
1)
slashing
damage.
17
(+3)
11
(+0)
13
(+1)
1
(−5)
13
(+1)
6
(−2)
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
Rug
of
Smothering
Perception
11
Large
construct,
unaligned
Languages
—
Challenge
2
(450
XP)
Armor
Class
12
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
264
Actions
Monsters (B)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage
plus
3
(1d6)
acid
damage.
If
the
target
is
a
Large
or
smaller
creature,
Basilisk
it
is
grappled
(escape
DC
13).
Until
this
grapple
ends,
the
ankheg
can
bite
only
the
grappled
creature
and
has
Medium
monstrosity,
unaligned
advantage
on
attack
rolls
to
do
so.
Armor
Class
15
(natural
armor)
Acid
Spray
(Recharge
6).
The
ankheg
spits
acid
in
a
line
that
is
30
feet
long
and
5
feet
wide,
provided
that
it
has
Hit
Points
52
(8d8
+
16)
no
creature
grappled.
Each
creature
in
that
line
must
make
a
DC
13
Dexterity
saving
throw,
taking
10
(3d6)
Speed
20
ft.
acid
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
STR
DEX
CON
INT
WIS
CHA
16
(+3)
8
(−1)
15
(+2)
2
(−4)
8
(−1)
7
(−2)
Azer
Senses
darkvision
60
ft.,
passive
Perception
9
Medium
elemental,
lawful
neutral
Languages
—
Armor
Class
17
(natural
armor,
shield)
Challenge
3
(700
XP)
Hit
Points
39
(6d8
+
12)
Speed
30
ft.
Petrifying
Gaze.
If
a
creature
starts
its
turn
within
30
feet
of
the
basilisk
and
the
two
of
them
can
see
each
STR
DEX
CON
INT
WIS
CHA
other,
the
basilisk
can
force
the
creature
to
make
a
DC
17
(+3)
12
(+1)
15
(+2)
12
(+1)
13
(+1)
10
(+0)
12
Constitution
saving
throw
if
the
basilisk
isn’t
incapacitated.
On
a
failed
save,
the
creature
magically
Saving
Throws
Con
+4
begins
to
turn
to
stone
and
is
restrained.
It
must
repeat
the
saving
throw
at
the
end
of
its
next
turn.
On
a
Damage
Immunities
fire,
poison
success,
the
effect
ends.
On
a
failure,
the
creature
is
Condition
Immunities
poisoned
petrified
until
freed
by
the
greater
restoration
spell
or
Senses
passive
Perception
11
other
magic.
A
creature
that
isn’t
surprised
can
avert
its
eyes
to
Languages
Ignan
avoid
the
saving
throw
at
the
start
of
its
turn.
If
it
does
Challenge
2
(450
XP)
so,
it
can’t
see
the
basilisk
until
the
start
of
its
next
turn,
when
it
can
avert
its
eyes
again.
If
it
looks
at
the
basilisk
in
the
meantime,
it
must
immediately
make
the
Heated
Body.
A
creature
that
touches
the
azer
or
hits
it
save.
with
a
melee
attack
while
within
5
feet
of
it
takes
5
(1d10)
fire
damage.
If
the
basilisk
sees
its
reflection
within
30
feet
of
it
in
bright
light,
it
mistakes
itself
for
a
rival
and
targets
Heated
Weapons.
When
the
azer
hits
with
a
metal
itself
with
its
gaze.
melee
weapon,
it
deals
an
extra
3
(1d6)
fire
damage
(included
in
the
attack).
Actions
Illumination.
The
azer
sheds
bright
light
in
a
10-‐foot
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
radius
and
dim
light
for
an
additional
10
feet.
target.
Hit:
10
(2d6
+
3)
piercing
damage
plus
7
(2d6)
poison
damage.
Actions
Warhammer.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage,
or
Behir
8
(1d10
+
3)
bludgeoning
damage
if
used
with
two
hands
to
make
a
melee
attack,
plus
3
(1d6)
fire
damage.
Huge
monstrosity,
neutral
evil
Armor
Class
17
(natural
armor)
Hit
Points
168
(16d12
+
64)
Speed
50
ft.,
climb
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
265
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
15
(+2)
14
(+2)
13
(+1)
8
(−1)
11
(+0)
9
(−1)
23
(+6)
16
(+3)
18
(+4)
7
(−2)
14
(+2)
12
(+1)
Skills
Stealth
+6,
Survival
+2
Skills
Perception
+6,
Stealth
+7
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Common,
Goblin
Damage
Immunities
lightning
Challenge
1
(200
XP)
Senses
darkvision
90
ft.,
passive
Perception
16
Brute.
A
melee
weapon
deals
one
extra
die
of
its
damage
when
the
bugbear
hits
with
it
(included
in
the
attack).
Languages
Draconic
Surprise
Attack.
If
the
bugbear
surprises
a
creature
and
hits
it
with
an
attack
during
the
first
round
of
combat,
Challenge
11
(7,200
XP)
the
target
takes
an
extra
7
(2d6)
damage
from
the
attack.
Actions
Actions
Multiattack.
The
behir
makes
two
attacks:
one
with
its
bite
and
one
to
constrict.
Morningstar.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d8
+
2)
piercing
damage.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
one
target.
Hit:
22
(3d10
+
6)
piercing
damage.
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
9
(2d6
+
2)
piercing
damage
in
melee
or
5
(1d6
+
2)
piercing
Constrict.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
damage
at
range.
one
Large
or
smaller
creature.
Hit:
17
(2d10
+
6)
bludgeoning
damage
plus
17
(2d10
+
6)
slashing
damage.
The
target
is
grappled
(escape
DC
16)
if
the
Bulette
behir
isn’t
already
constricting
a
creature,
and
the
target
is
restrained
until
this
grapple
ends.
Large
monstrosity,
unaligned
Lightning
Breath
(Recharge
5–6).
The
behir
exhales
a
Armor
Class
17
(natural
armor)
line
of
lightning
that
is
20
feet
long
and
5
feet
wide.
Hit
Points
94
(9d10
+
45)
Each
creature
in
that
line
must
make
a
DC
16
Dexterity
Speed
40
ft.,
burrow
40
ft.
saving
throw,
taking
66
(12d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
11
(+0)
21
(+5)
2
(−4)
10
(+0)
5
(−3)
Swallow.
The
behir
makes
one
bite
attack
against
a
Medium
or
smaller
target
it
is
grappling.
If
the
attack
Skills
Perception
+6
hits,
the
target
is
also
swallowed,
and
the
grapple
ends.
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
While
swallowed,
the
target
is
blinded
and
restrained,
it
has
total
cover
against
attacks
and
other
effects
Perception
16
outside
the
behir,
and
it
takes
21
(6d6)
acid
damage
at
Languages
—
the
start
of
each
of
the
behir’s
turns.
A
behir
can
have
Challenge
5
(1,800
XP)
only
one
creature
swallowed
at
a
time.
If
the
behir
takes
30
damage
or
more
on
a
single
turn
Standing
Leap.
The
bulette’s
long
jump
is
up
to
30
feet
from
the
swallowed
creature,
the
behir
must
succeed
and
its
high
jump
is
up
to
15
feet,
with
or
without
a
on
a
DC
14
Constitution
saving
throw
at
the
end
of
that
running
start.
turn
or
regurgitate
the
creature,
which
falls
prone
in
a
space
within
10
feet
of
the
behir.
If
the
behir
dies,
a
Actions
swallowed
creature
is
no
longer
restrained
by
it
and
can
escape
from
the
corpse
by
using
15
feet
of
movement,
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
exiting
prone.
target.
Hit:
30
(4d12
+
4)
piercing
damage.
Bugbear
Medium
humanoid
(goblinoid),
chaotic
evil
Armor
Class
16
(hide
armor,
shield)
Hit
Points
27
(5d8
+
5)
Speed
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
266
Deadly
Leap.
If
the
bulette
jumps
at
least
15
feet
as
part
of
its
movement,
it
can
then
use
this
action
to
land
on
its
feet
in
a
space
that
contains
one
or
more
other
Chimera
creatures.
Each
of
those
creatures
must
succeed
on
a
DC
16
Strength
or
Dexterity
saving
throw
(target’s
Large
monstrosity,
chaotic
evil
choice)
or
be
knocked
prone
and
take
14
(3d6
+
4)
bludgeoning
damage
plus
14
(3d6
+
4)
slashing
Armor
Class
14
(natural
armor)
damage.
On
a
successful
save,
the
creature
takes
only
Hit
Points
114
(12d10
+
48)
half
the
damage,
isn’t
knocked
prone,
and
is
pushed
5
Speed
30
ft.,
fly
60
ft.
feet
out
of
the
bulette’s
space
into
an
unoccupied
space
of
the
creature’s
choice.
If
no
unoccupied
space
STR
DEX
CON
INT
WIS
CHA
is
within
range,
the
creature
instead
falls
prone
in
the
19
(+4)
11
(+0)
19
(+4)
3
(−4)
14
(+2)
10
(+0)
bulette’s
space.
Skills
Perception
+8
Senses
darkvision
60
ft.,
passive
Perception
18
Languages
understands
Draconic
but
can’t
speak
Monsters (C) Challenge
6
(2,300
XP)
Actions
Centaur
Multiattack.
The
chimera
makes
three
attacks:
one
with
its
bite,
one
with
its
horns,
and
one
with
its
claws.
Large
monstrosity,
neutral
good
When
its
fire
breath
is
available,
it
can
use
the
breath
in
place
of
its
bite
or
horns.
Armor
Class
12
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
piercing
damage.
Hit
Points
45
(6d10
+
12)
Horns.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Speed
50
ft.
target.
Hit:
10
(1d12
+
4)
bludgeoning
damage.
Claws.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Fire
Breath
(Recharge
5–6).
The
dragon
head
exhales
18
(+4)
14
(+2)
14
(+2)
9
(−1)
13
(+1)
11
(+0)
fire
in
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
15
Dexterity
saving
throw,
taking
31
(7d8)
Skills
Athletics
+6,
Perception
+3,
Survival
+3
fire
damage
on
a
failed
save,
or
half
as
much
damage
Senses
passive
Perception
13
on
a
successful
one.
Languages
Elvish,
Sylvan
Challenge
2
(450
XP)
Chuul
Large
aberration,
chaotic
evil
Charge.
If
the
centaur
moves
at
least
30
feet
straight
toward
a
target
and
then
hits
it
with
a
pike
attack
on
Armor
Class
16
(natural
armor)
the
same
turn,
the
target
takes
an
extra
10
(3d6)
Hit
Points
93
(11d10
+
33)
piercing
damage.
Speed
30
ft.,
swim
30
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
19
(+4)
10
(+0)
16
(+3)
5
(−3)
11
(+0)
5
(−3)
Multiattack.
The
centaur
makes
two
attacks:
one
with
its
pike
and
one
with
its
hooves
or
two
with
its
Skills
Perception
+4
longbow.
Damage
Immunities
poison
Pike.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
Condition
Immunities
poisoned
target.
Hit:
9
(1d10
+
4)
piercing
damage.
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
understands
Deep
Speech
but
can’t
speak
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Longbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
267
Challenge
4
(1,100
XP)
Actions
Amphibious.
The
chuul
can
breathe
air
and
water.
Multiattack.
The
cloaker
makes
two
attacks:
one
with
its
bite
and
one
with
its
tail.
Sense
Magic.
The
chuul
senses
magic
within
120
feet
of
it
at
will.
This
trait
otherwise
works
like
the
detect
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
magic
spell
but
isn’t
itself
magical.
creature.
Hit:
10
(2d6
+
3)
piercing
damage,
and
if
the
target
is
Large
or
smaller,
the
cloaker
attaches
to
it.
If
Actions
the
cloaker
has
advantage
against
the
target,
the
cloaker
attaches
to
the
target’s
head,
and
the
target
is
Multiattack.
The
chuul
makes
two
pincer
attacks.
If
the
blinded
and
unable
to
breathe
while
the
cloaker
is
chuul
is
grappling
a
creature,
the
chuul
can
also
use
its
attached.
While
attached,
the
cloaker
can
make
this
tentacles
once.
attack
only
against
the
target
and
has
advantage
on
the
attack
roll.
The
cloaker
can
detach
itself
by
spending
5
Pincer.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
feet
of
its
movement.
A
creature,
including
the
target,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
The
can
take
its
action
to
detach
the
cloaker
by
succeeding
target
is
grappled
(escape
DC
14)
if
it
is
a
Large
or
on
a
DC
16
Strength
check.
smaller
creature
and
the
chuul
doesn’t
have
two
other
creatures
grappled.
Tail.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
Tentacles.
One
creature
grappled
by
the
chuul
must
creature.
Hit:
7
(1d8
+
3)
slashing
damage.
succeed
on
a
DC
13
Constitution
saving
throw
or
be
poisoned
for
1
minute.
Until
this
poison
ends,
the
Moan.
Each
creature
within
60
feet
of
the
cloaker
that
target
is
paralyzed.
The
target
can
repeat
the
saving
can
hear
its
moan
and
that
isn’t
an
aberration
must
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
succeed
on
a
DC
13
Wisdom
saving
throw
or
become
on
itself
on
a
success.
frightened
until
the
end
of
the
cloaker’s
next
turn.
If
a
creature’s
saving
throw
is
successful,
the
creature
is
immune
to
the
cloaker’s
moan
for
the
next
24
hours
Cloaker
Phantasms
(Recharges
after
a
Short
or
Long
Rest).
The
cloaker
magically
creates
three
illusory
duplicates
of
Large
aberration,
chaotic
neutral
itself
if
it
isn’t
in
bright
light.
The
duplicates
move
with
it
and
mimic
its
actions,
shifting
position
so
as
to
make
Armor
Class
14
(natural
armor)
it
impossible
to
track
which
cloaker
is
the
real
one.
If
the
cloaker
is
ever
in
an
area
of
bright
light,
the
Hit
Points
78
(12d10
+
12)
duplicates
disappear.
Speed
10
ft.,
fly
40
ft.
Whenever
any
creature
targets
the
cloaker
with
an
attack
or
a
harmful
spell
while
a
duplicate
remains,
STR
DEX
CON
INT
WIS
CHA
that
creature
rolls
randomly
to
determine
whether
it
targets
the
cloaker
or
one
of
the
duplicates.
A
creature
17
(+3)
15
(+2)
12
(+1)
13
(+1)
12
(+1)
14
(+2)
is
unaffected
by
this
magical
effect
if
it
can’t
see
or
if
it
relies
on
senses
other
than
sight.
Skills
Stealth
+5
A
duplicate
has
the
cloaker’s
AC
and
uses
its
saving
Senses
darkvision
60
ft.,
passive
Perception
11
throws.
If
an
attack
hits
a
duplicate,
or
if
a
duplicate
fails
a
saving
throw
against
an
effect
that
deals
damage,
Languages
Deep
Speech,
Undercommon
the
duplicate
disappears.
Challenge
8
(3,900
XP)
Damage
Transfer.
While
attached
to
a
creature,
the
Cockatrice
cloaker
takes
only
half
the
damage
dealt
to
it
(rounded
down),
and
that
creature
takes
the
other
half.
Small
monstrosity,
unaligned
False
Appearance.
While
the
cloaker
remains
Armor
Class
11
motionless
without
its
underside
exposed,
it
is
indistinguishable
from
a
dark
leather
cloak.
Hit
Points
27
(6d6
+
6)
Light
Sensitivity.
While
in
bright
light,
the
cloaker
has
Speed
20
ft.,
fly
40
ft.
disadvantage
on
attack
rolls
and
Wisdom
(Perception)
checks
that
rely
on
sight.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
268
STR
DEX
CON
INT
WIS
CHA
Shielded
Mind.
The
couatl
is
immune
to
scrying
and
to
6
(−2)
12
(+1)
12
(+1)
2
(−4)
13
(+1)
5
(−3)
any
effect
that
would
sense
its
emotions,
read
its
thoughts,
or
detect
its
location.
Senses
darkvision
60
ft.,
passive
Perception
11
Languages
—
Actions
Challenge
1/2
(100
XP)
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
Actions
creature.
Hit:
8
(1d6
+
5)
piercing
damage,
and
the
target
must
succeed
on
a
DC
13
Constitution
saving
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
throw
or
be
poisoned
for
24
hours.
Until
this
poison
creature.
Hit:
3
(1d4
+
1)
piercing
damage,
and
the
ends,
the
target
is
unconscious.
Another
creature
can
target
must
succeed
on
a
DC
11
Constitution
saving
use
an
action
to
shake
the
target
awake.
throw
against
being
magically
petrified.
On
a
failed
save,
the
creature
begins
to
turn
to
stone
and
is
Constrict.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
restrained.
It
must
repeat
the
saving
throw
at
the
end
one
Medium
or
smaller
creature.
Hit:
10
(2d6
+
3)
of
its
next
turn.
On
a
success,
the
effect
ends.
On
a
bludgeoning
damage,
and
the
target
is
grappled
failure,
the
creature
is
petrified
for
24
hours.
(escape
DC
15).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
couatl
can’t
constrict
another
target.
Couatl
Change
Shape.
The
couatl
magically
polymorphs
into
a
Medium
celestial,
lawful
good
humanoid
or
beast
that
has
a
challenge
rating
equal
to
or
less
than
its
own,
or
back
into
its
true
form.
It
Armor
Class
19
(natural
armor)
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Hit
Points
97
(13d8
+
39)
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Speed
30
ft.,
fly
90
ft.
form
(the
couatl’s
choice).
In
a
new
form,
the
couatl
retains
its
game
statistics
STR
DEX
CON
INT
WIS
CHA
and
ability
to
speak,
but
its
AC,
movement
modes,
16
(+3)
20
(+5)
17
(+3)
18
(+4)
20
(+5)
18
(+4)
Strength,
Dexterity,
and
other
actions
are
replaced
by
those
of
the
new
form,
and
it
gains
any
statistics
and
Saving
Throws
Con
+5,
Wis
+7,
Cha
+6
capabilities
(except
class
features,
legendary
actions,
Damage
Resistances
radiant
and
lair
actions)
that
the
new
form
has
but
that
it
lacks.
Damage
Immunities
psychic;
bludgeoning,
piercing,
If
the
new
form
has
a
bite
attack,
the
couatl
can
use
its
bite
in
that
form.
and
slashing
from
nonmagical
attacks
Senses
truesight
120
ft.,
passive
Perception
15
Languages
all,
telepathy
120
ft.
Challenge
4
(1,100
XP)
Monsters (D)
Innate
Spellcasting.
The
couatl’s
spellcasting
ability
is
Charisma
(spell
save
DC
14).
It
can
innately
cast
the
following
spells,
requiring
only
verbal
components:
Darkmantle
At
will:
detect
evil
and
good,
detect
magic,
detect
Small
monstrosity,
unaligned
thoughts
3/day
each:
bless,
create
food
and
water,
cure
wounds,
Armor
Class
11
lesser
restoration,
protection
from
poison,
sanctuary,
Hit
Points
22
(5d6
+
5)
shield
1/day
each:
dream,
greater
restoration,
scrying
Speed
10
ft.,
fly
30
ft.
Magic
Weapons.
The
couatl’s
weapon
attacks
are
magical.
STR
DEX
CON
INT
WIS
CHA
16
(+3)
12
(+1)
13
(+1)
2
(−4)
10
(+0)
5
(−3)
Skills
Stealth
+3
Senses
blindsight
60
ft.,
passive
Perception
10
Languages
—
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
269
Challenge
1/2
(100
XP)
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Echolocation.
The
darkmantle
can’t
use
its
blindsight
Senses
truesight
120
ft.,
passive
Perception
13
while
deafened.
Languages
Abyssal,
telepathy
120
ft.
False
Appearance.
While
the
darkmantle
remains
motionless,
it
is
indistinguishable
from
a
cave
Challenge
19
(22,000
XP)
formation
such
as
a
stalactite
or
stalagmite.
Actions
Death
Throes.
When
the
balor
dies,
it
explodes,
and
Crush.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
each
creature
within
30
feet
of
it
must
make
a
DC
20
creature.
Hit:
6
(1d6
+
3)
bludgeoning
damage,
and
the
Dexterity
saving
throw,
taking
70
(20d6)
fire
damage
darkmantle
attaches
to
the
target.
If
the
target
is
on
a
failed
save,
or
half
as
much
damage
on
a
Medium
or
smaller
and
the
darkmantle
has
advantage
successful
one.
The
explosion
ignites
flammable
on
the
attack
roll,
it
attaches
by
engulfing
the
target’s
objects
in
that
area
that
aren’t
being
worn
or
carried,
head,
and
the
target
is
also
blinded
and
unable
to
and
it
destroys
the
balor’s
weapons.
breathe
while
the
darkmantle
is
attached
in
this
way.
While
attached
to
the
target,
the
darkmantle
can
Fire
Aura.
At
the
start
of
each
of
the
balor’s
turns,
each
attack
no
other
creature
except
the
target
but
has
creature
within
5
feet
of
it
takes
10
(3d6)
fire
damage,
advantage
on
its
attack
rolls.
The
darkmantle’s
speed
and
flammable
objects
in
the
aura
that
aren’t
being
also
becomes
0,
it
can’t
benefit
from
any
bonus
to
its
worn
or
carried
ignite.
A
creature
that
touches
the
speed,
and
it
moves
with
the
target.
balor
or
hits
it
with
a
melee
attack
while
within
5
feet
A
creature
can
detach
the
darkmantle
by
making
a
of
it
takes
10
(3d6)
fire
damage.
successful
DC
13
Strength
check
as
an
action.
On
its
turn,
the
darkmantle
can
detach
itself
from
the
target
Magic
Resistance.
The
balor
has
advantage
on
saving
by
using
5
feet
of
movement.
throws
against
spells
and
other
magical
effects.
Darkness
Aura
(1/Day).
A
15-‐foot
radius
of
magical
Magic
Weapons.
The
balor’s
weapon
attacks
are
darkness
extends
out
from
the
darkmantle,
moves
with
magical.
it,
and
spreads
around
corners.
The
darkness
lasts
as
long
as
the
darkmantle
maintains
concentration,
up
to
Actions
10
minutes
(as
if
concentrating
on
a
spell).
Darkvision
can’t
penetrate
this
darkness,
and
no
natural
light
can
Multiattack.
The
balor
makes
two
attacks:
one
with
its
illuminate
it.
If
any
of
the
darkness
overlaps
with
an
longsword
and
one
with
its
whip.
area
of
light
created
by
a
spell
of
2nd
level
or
lower,
the
spell
creating
the
light
is
dispelled.
Longsword.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
target.
Hit:
21
(3d8
+
8)
slashing
damage
plus
13
(3d8)
lightning
damage.
If
the
balor
scores
a
critical
hit,
it
rolls
damage
dice
three
times,
instead
of
twice.
Demons
Whip.
Melee
Weapon
Attack:
+14
to
hit,
reach
30
ft.,
Balor
one
target.
Hit:
15
(2d6
+
8)
slashing
damage
plus
10
(3d6)
fire
damage,
and
the
target
must
succeed
on
a
Huge
fiend
(demon),
chaotic
evil
DC
20
Strength
saving
throw
or
be
pulled
up
to
25
feet
toward
the
balor.
Armor
Class
19
(natural
armor)
Teleport.
The
balor
magically
teleports,
along
with
any
Hit
Points
262
(21d12
+
126)
equipment
it
is
wearing
or
carrying,
up
to
120
feet
to
an
unoccupied
space
it
can
see.
Speed
40
ft.,
fly
80
ft.
STR
DEX
CON
INT
WIS
CHA
Dretch
26
(+8)
15
(+2)
22
(+6)
20
(+5)
16
(+3)
22
(+6)
Small
fiend
(demon),
chaotic
evil
Saving
Throws
Str
+14,
Con
+12,
Wis
+9,
Cha
+12
Armor
Class
11
(natural
armor)
Damage
Resistances
cold,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Hit
Points
18
(4d6
+
4)
Speed
20
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
270
STR
DEX
CON
INT
WIS
CHA
Innate
Spellcasting.
The
glabrezu’s
spellcasting
ability
11
(+0)
11
(+0)
12
(+1)
5
(−3)
8
(−1)
3
(−4)
is
Intelligence
(spell
save
DC
16).
The
glabrezu
can
innately
cast
the
following
spells,
requiring
no
material
Damage
Resistances
cold,
fire,
lightning
components:
Damage
Immunities
poison
At
will:
darkness,
detect
magic,
dispel
magic
Condition
Immunities
poisoned
Senses
darkvision
60
ft.,
passive
Perception
9
1/day
each:
confusion,
fly,
power
word
stun
Languages
Abyssal,
telepathy
60
ft.
(works
only
with
Magic
Resistance.
The
glabrezu
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
creatures
that
understand
Abyssal)
Challenge
1/4
(50
XP)
Actions
Actions
Multiattack.
The
glabrezu
makes
four
attacks:
two
with
its
pincers
and
two
with
its
fists.
Alternatively,
it
makes
Multiattack.
The
dretch
makes
two
attacks:
one
with
two
attacks
with
its
pincers
and
casts
one
spell.
its
bite
and
one
with
its
claws.
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Pincer.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
target.
Hit:
3
(1d6)
piercing
damage.
one
target.
Hit:
16
(2d10
+
5)
bludgeoning
damage.
If
Claws.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
the
target
is
a
Medium
or
smaller
creature,
it
is
target.
Hit:
5
(2d4)
slashing
damage.
grappled
(escape
DC
15).
The
glabrezu
has
two
pincers,
Fetid
Cloud
(1/Day).
A
10-‐foot
radius
of
disgusting
each
of
which
can
grapple
only
one
target.
green
gas
extends
out
from
the
dretch.
The
gas
spreads
around
corners,
and
its
area
is
lightly
obscured.
It
lasts
Fist.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
for
1
minute
or
until
a
strong
wind
disperses
it.
Any
target.
Hit:
7
(2d4
+
2)
bludgeoning
damage.
creature
that
starts
its
turn
in
that
area
must
succeed
on
a
DC
11
Constitution
saving
throw
or
be
poisoned
until
the
start
of
its
next
turn.
While
poisoned
in
this
Hezrou
way,
the
target
can
take
either
an
action
or
a
bonus
action
on
its
turn,
not
both,
and
can’t
take
reactions.
Large
fiend
(demon),
chaotic
evil
Armor
Class
16
(natural
armor)
Glabrezu
Hit
Points
136
(13d10
+
65)
Large
fiend
(demon),
chaotic
evil
Speed
30
ft.
Armor
Class
17
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
157
(15d10
+
75)
19
(+4)
17
(+3)
20
(+5)
5
(−3)
12
(+1)
13
(+1)
Speed
40
ft.
Saving
Throws
Str
+7,
Con
+8,
Wis
+4
STR
DEX
CON
INT
WIS
CHA
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
20
(+5)
15
(+2)
21
(+5)
19
(+4)
17
(+3)
16
(+3)
piercing,
and
slashing
from
nonmagical
attacks
Saving
Throws
Str
+9,
Con
+9,
Wis
+7,
Cha
+7
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Damage
Immunities
poison
Condition
Immunities
poisoned
piercing,
and
slashing
from
nonmagical
attacks
Senses
darkvision
120
ft.,
passive
Perception
11
Damage
Immunities
poison
Condition
Immunities
poisoned
Languages
Abyssal,
telepathy
120
ft.
Senses
truesight
120
ft.,
passive
Perception
13
Challenge
8
(3,900
XP)
Languages
Abyssal,
telepathy
120
ft.
Challenge
9
(5,000
XP)
Magic
Resistance.
The
hezrou
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Stench.
Any
creature
that
starts
its
turn
within
10
feet
of
the
hezrou
must
succeed
on
a
DC
14
Constitution
saving
throw
or
be
poisoned
until
the
start
of
its
next
turn.
On
a
successful
saving
throw,
the
creature
is
immune
to
the
hezrou’s
stench
for
24
hours.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
271
Actions
Teleport.
The
marilith
magically
teleports,
along
with
any
equipment
it
is
wearing
or
carrying,
up
to
120
feet
Multiattack.
The
hezrou
makes
three
attacks:
one
with
to
an
unoccupied
space
it
can
see.
its
bite
and
two
with
its
claws.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Reactions
target.
Hit:
15
(2d10
+
4)
piercing
damage.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Parry.
The
marilith
adds
5
to
its
AC
against
one
melee
target.
Hit:
11
(2d6
+
4)
slashing
damage.
attack
that
would
hit
it.
To
do
so,
the
marilith
must
see
the
attacker
and
be
wielding
a
melee
weapon.
Marilith
Nalfeshnee
Large
fiend
(demon),
chaotic
evil
Large
fiend
(demon),
chaotic
evil
Armor
Class
18
(natural
armor)
Hit
Points
189
(18d10
+
90)
Armor
Class
18
(natural
armor)
Speed
40
ft.
Hit
Points
184
(16d10
+
96)
Speed
20
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
20
(+5)
20
(+5)
18
(+4)
16
(+3)
20
(+5)
STR
DEX
CON
INT
WIS
CHA
21
(+5)
10
(+0)
22
(+6)
19
(+4)
12
(+1)
15
(+2)
Saving
Throws
Str
+9,
Con
+10,
Wis
+8,
Cha
+10
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Saving
Throws
Con
+11,
Int
+9,
Wis
+6,
Cha
+7
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Damage
Immunities
poison
piercing,
and
slashing
from
nonmagical
attacks
Condition
Immunities
poisoned
Damage
Immunities
poison
Senses
truesight
120
ft.,
passive
Perception
13
Condition
Immunities
poisoned
Languages
Abyssal,
telepathy
120
ft.
Senses
truesight
120
ft.,
passive
Perception
11
Challenge
16
(15,000
XP)
Languages
Abyssal,
telepathy
120
ft.
Challenge
13
(10,000
XP)
Magic
Resistance.
The
marilith
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Magic
Resistance.
The
nalfeshnee
has
advantage
on
Magic
Weapons.
The
marilith’s
weapon
attacks
are
saving
throws
against
spells
and
other
magical
effects.
magical.
Reactive.
The
marilith
can
take
one
reaction
on
every
Actions
turn
in
a
combat.
Multiattack.
The
nalfeshnee
uses
Horror
Nimbus
if
it
Actions
can.
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Multiattack.
The
marilith
makes
seven
attacks:
six
with
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
its
longswords
and
one
with
its
tail.
target.
Hit:
32
(5d10
+
5)
piercing
damage.
Longsword.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
13
(2d8
+
4)
slashing
damage.
one
target.
Hit:
15
(3d6
+
5)
slashing
damage.
Tail.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
Horror
Nimbus
(Recharge
5–6).
The
nalfeshnee
creature.
Hit:
15
(2d10
+
4)
bludgeoning
damage.
If
the
magically
emits
scintillating,
multicolored
light.
Each
target
is
Medium
or
smaller,
it
is
grappled
(escape
DC
creature
within
15
feet
of
the
nalfeshnee
that
can
see
19).
Until
this
grapple
ends,
the
target
is
restrained,
the
the
light
must
succeed
on
a
DC
15
Wisdom
saving
marilith
can
automatically
hit
the
target
with
its
tail,
throw
or
be
frightened
for
1
minute.
A
creature
can
and
the
marilith
can’t
make
tail
attacks
against
other
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
targets.
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
272
creature
is
immune
to
the
nalfeshnee’s
Horror
Nimbus
turns,
with
disadvantage
if
the
quasit
is
within
line
of
for
the
next
24
hours.
sight,
ending
the
effect
on
itself
on
a
success.
Teleport.
The
nalfeshnee
magically
teleports,
along
Invisibility.
The
quasit
magically
turns
invisible
until
it
with
any
equipment
it
is
wearing
or
carrying,
up
to
120
attacks
or
uses
Scare,
or
until
its
concentration
ends
(as
feet
to
an
unoccupied
space
it
can
see.
if
concentrating
on
a
spell).
Any
equipment
the
quasit
wears
or
carries
is
invisible
with
it.
Quasit
Vrock
Tiny
fiend
(demon,
shapechanger),
chaotic
evil
Large
fiend
(demon),
chaotic
evil
Armor
Class
13
Armor
Class
15
(natural
armor)
Hit
Points
7
(3d4)
Hit
Points
104
(11d10
+
44)
Speed
40
ft.
Speed
40
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
5
(−3)
17
(+3)
10
(+0)
7
(−2)
10
(+0)
10
(+0)
17
(+3)
15
(+2)
18
(+4)
8
(−1)
13
(+1)
8
(−1)
Skills
Stealth
+5
Saving
Throws
Dex
+5,
Wis
+4,
Cha
+2
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
piercing,
and
slashing
from
nonmagical
attacks
Damage
Immunities
poison
Damage
Immunities
poison
Condition
Immunities
poisoned
Condition
Immunities
poisoned
Senses
darkvision
120
ft.,
passive
Perception
11
Senses
darkvision
120
ft.,
passive
Perception
10
Languages
Abyssal,
telepathy
120
ft.
Challenge
6
(2,300
XP)
Languages
Abyssal,
Common
Challenge
1
(200
XP)
Magic
Resistance.
The
vrock
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Actions
Shapechanger.
The
quasit
can
use
its
action
to
polymorph
into
a
beast
form
that
resembles
a
bat
Multiattack.
The
vrock
makes
two
attacks:
one
with
its
(speed
10
ft.
fly
40
ft.),
a
centipede
(40
ft.,
climb
40
ft.),
beak
and
one
with
its
talons.
or
a
toad
(40
ft.,
swim
40
ft.),
or
back
into
its
true
form.
Beak.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Its
statistics
are
the
same
in
each
form,
except
for
the
target.
Hit:
10
(2d6
+
3)
piercing
damage.
speed
changes
noted.
Any
equipment
it
is
wearing
or
carrying
isn’t
transformed.
It
reverts
to
its
true
form
if
Talons.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
it
dies.
one
target.
Hit:
14
(2d10
+
3)
slashing
damage.
Magic
Resistance.
The
quasit
has
advantage
on
saving
Spores
(Recharge
6).
A
15-‐foot-‐radius
cloud
of
toxic
throws
against
spells
and
other
magical
effects.
spores
extends
out
from
the
vrock.
The
spores
spread
around
corners.
Each
creature
in
that
area
must
Actions
succeed
on
a
DC
14
Constitution
saving
throw
or
become
poisoned.
While
poisoned
in
this
way,
a
target
Claws
(Bite
in
Beast
Form).
Melee
Weapon
Attack:
+4
takes
5
(1d10)
poison
damage
at
the
start
of
each
of
its
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
turns.
A
target
can
repeat
the
saving
throw
at
the
end
damage,
and
the
target
must
succeed
on
a
DC
10
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
Constitution
saving
throw
or
take
5
(2d4)
poison
success.
Emptying
a
vial
of
holy
water
on
the
target
damage
and
become
poisoned
for
1
minute.
The
target
also
ends
the
effect
on
it.
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Scare
(1/Day).
One
creature
of
the
quasit’s
choice
within
20
feet
of
it
must
succeed
on
a
DC
10
Wisdom
saving
throw
or
be
frightened
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
273
Stunning
Screech
(1/Day).
The
vrock
emits
a
horrific
a
flammable
object
that
isn’t
being
worn
or
carried,
it
screech.
Each
creature
within
20
feet
of
it
that
can
hear
also
catches
fire.
it
and
that
isn’t
a
demon
must
succeed
on
a
DC
14
Constitution
saving
throw
or
be
stunned
until
the
end
of
the
vrock’s
next
turn.
Bearded
Devil
Devils Medium
fiend
(devil),
lawful
evil
Barbed
Devil
Armor
Class
13
(natural
armor)
Medium
fiend
(devil),
lawful
evil
Hit
Points
52
(8d8
+
16)
Armor
Class
15
(natural
armor)
Speed
30
ft.
Hit
Points
110
(13d8
+
52)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16
(+3)
15
(+2)
15
(+2)
9
(−1)
11
(+0)
11
(+0)
16
(+3)
17
(+3)
18
(+4)
12
(+1)
14
(+2)
14
(+2)
Saving
Throws
Str
+5,
Con
+4,
Wis
+2
Saving
Throws
Str
+6,
Con
+7,
Wis
+5,
Cha
+5
Skills
Deception
+5,
Insight
+5,
Perception
+8
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
silvered
slashing
from
nonmagical
attacks
that
aren’t
silvered
Damage
Immunities
fire,
poison
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Condition
Immunities
poisoned
Senses
darkvision
120
ft.,
passive
Perception
18
Languages
Infernal,
telepathy
120
ft.
Senses
darkvision
120
ft.,
passive
Perception
10
Challenge
5
(1,800
XP)
Languages
Infernal,
telepathy
120
ft.
Barbed
Hide.
At
the
start
of
each
of
its
turns,
the
barbed
devil
deals
5
(1d10)
piercing
damage
to
any
Challenge
3
(700
XP)
creature
grappling
it.
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
devil’s
darkvision.
Magic
Resistance.
The
devil
has
advantage
on
saving
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
throws
against
spells
and
other
magical
effects.
devil’s
darkvision.
Actions
Magic
Resistance.
The
devil
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Multiattack.
The
devil
makes
three
melee
attacks:
one
with
its
tail
and
two
with
its
claws.
Alternatively,
it
can
Steadfast.
The
devil
can’t
be
frightened
while
it
can
see
use
Hurl
Flame
twice.
an
allied
creature
within
30
feet
of
it.
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Actions
Tail.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
piercing
damage.
Multiattack.
The
devil
makes
two
attacks:
one
with
its
Hurl
Flame.
Ranged
Spell
Attack:
+5
to
hit,
range
150
beard
and
one
with
its
glaive.
ft.,
one
target.
Hit:
10
(3d6)
fire
damage.
If
the
target
is
Beard.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
creature.
Hit:
6
(1d8
+
2)
piercing
damage,
and
the
target
must
succeed
on
a
DC
12
Constitution
saving
throw
or
be
poisoned
for
1
minute.
While
poisoned
in
this
way,
the
target
can’t
regain
hit
points.
The
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Glaive.
Melee
Weapon
Attack:
+5
to
hit,
reach
10
ft.,
one
target.
Hit:
8
(1d10
+
3)
slashing
damage.
If
the
target
is
a
creature
other
than
an
undead
or
a
construct,
it
must
succeed
on
a
DC
12
Constitution
saving
throw
or
lose
5
(1d10)
hit
points
at
the
start
of
each
of
its
turns
due
to
an
infernal
wound.
Each
time
the
devil
hits
the
wounded
target
with
this
attack,
the
damage
dealt
by
the
wound
increases
by
5
(1d10).
Any
creature
can
take
an
action
to
stanch
the
wound
with
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
274
successful
DC
12
Wisdom
(Medicine)
check.
The
wound
STR
DEX
CON
INT
WIS
CHA
also
closes
if
the
target
receives
magical
healing.
18
(+4)
15
(+2)
18
(+4)
11
(+0)
12
(+1)
14
(+2)
Bone
Devil
Saving
Throws
Con
+7,
Wis
+4,
Cha
+5
Large
fiend
(devil),
lawful
evil
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
silvered
Armor
Class
19
(natural
armor)
Hit
Points
142
(15d10
+
60)
Damage
Immunities
fire,
poison
Speed
40
ft.,
fly
40
ft.
Condition
Immunities
poisoned
STR
DEX
CON
INT
WIS
CHA
18
(+4)
16
(+3)
18
(+4)
13
(+1)
14
(+2)
16
(+3)
Senses
darkvision
120
ft.,
passive
Perception
11
Saving
Throws
Int
+5,
Wis
+6,
Cha
+7
Languages
Infernal,
telepathy
120
ft.
Skills
Deception
+7,
Insight
+6
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Challenge
8
(3,900
XP)
slashing
from
nonmagical
attacks
that
aren’t
silvered
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
Senses
darkvision
120
ft.,
passive
Perception
12
devil’s
darkvision.
Languages
Infernal,
telepathy
120
ft.
Challenge
9
(5,000
XP)
Magic
Resistance.
The
devil
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
devil’s
darkvision.
Actions
Magic
Resistance.
The
devil
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Multiattack.
The
devil
makes
two
attacks
with
its
chains.
Actions
Chain.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
Multiattack.
The
devil
makes
three
attacks:
two
with
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
The
its
claws
and
one
with
its
sting.
target
is
grappled
(escape
DC
14)
if
the
devil
isn’t
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
already
grappling
a
creature.
Until
this
grapple
ends,
one
target.
Hit:
8
(1d8
+
4)
slashing
damage.
the
target
is
restrained
and
takes
7
(2d6)
piercing
Sting.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
damage
at
the
start
of
each
of
its
turns.
one
target.
Hit:
13
(2d8
+
4)
piercing
damage
plus
17
(5d6)
poison
damage,
and
the
target
must
succeed
on
Animate
Chains
(Recharges
after
a
Short
or
Long
Rest).
a
DC
14
Constitution
saving
throw
or
become
poisoned
Up
to
four
chains
the
devil
can
see
within
60
feet
of
it
for
1
minute.
The
target
can
repeat
the
saving
throw
at
magically
sprout
razor-‐edged
barbs
and
animate
under
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
the
devil’s
control,
provided
that
the
chains
aren’t
on
a
success.
being
worn
or
carried.
Each
animated
chain
is
an
object
with
AC
20,
20
hit
points,
resistance
to
piercing
damage,
and
immunity
to
Chain
Devil
psychic
and
thunder
damage.
When
the
devil
uses
Multiattack
on
its
turn,
it
can
use
each
animated
chain
Medium
fiend
(devil),
lawful
evil
to
make
one
additional
chain
attack.
An
animated
chain
can
grapple
one
creature
of
its
own
but
can’t
Armor
Class
16
(natural
armor)
make
attacks
while
grappling.
An
animated
chain
Hit
Points
85
(10d8
+
40)
reverts
to
its
inanimate
state
if
reduced
to
0
hit
points
Speed
30
ft.
or
if
the
devil
is
incapacitated
or
dies.
Reactions
Unnerving
Mask.
When
a
creature
the
devil
can
see
starts
its
turn
within
30
feet
of
the
devil,
the
devil
can
create
the
illusion
that
it
looks
like
one
of
the
creature’s
departed
loved
ones
or
bitter
enemies.
If
the
creature
can
see
the
devil,
it
must
succeed
on
a
DC
14
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
275
Wisdom
saving
throw
or
be
frightened
until
the
end
of
Horned
Devil
its
turn.
Large
fiend
(devil),
lawful
evil
Erinyes
Armor
Class
18
(natural
armor)
Medium
fiend
(devil),
lawful
evil
Hit
Points
178
(17d10
+
85)
Armor
Class
18
(plate)
Speed
20
ft.,
fly
60
ft.
Hit
Points
153
(18d8
+
72)
Speed
30
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
22
(+6)
17
(+3)
21
(+5)
12
(+1)
16
(+3)
17
(+3)
18
(+4)
16
(+3)
18
(+4)
14
(+2)
14
(+2)
18
(+4)
Saving
Throws
Str
+10,
Dex
+7,
Wis
+7,
Cha
+7
Saving
Throws
Dex
+7,
Con
+8,
Wis
+6,
Cha
+8
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
slashing
from
nonmagical
attacks
that
aren’t
silvered
silvered
weapons
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Damage
Immunities
fire,
poison
Senses
truesight
120
ft.,
passive
Perception
12
Languages
Infernal,
telepathy
120
ft.
Condition
Immunities
poisoned
Challenge
12
(8,400
XP)
Senses
darkvision
120
ft.,
passive
Perception
13
Hellish
Weapons.
The
erinyes’s
weapon
attacks
are
magical
and
deal
an
extra
13
(3d8)
poison
damage
on
a
Languages
Infernal,
telepathy
120
ft.
hit
(included
in
the
attacks).
Magic
Resistance.
The
erinyes
has
advantage
on
saving
Challenge
11
(7,200
XP)
throws
against
spells
and
other
magical
effects.
Actions
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
Multiattack.
The
erinyes
makes
three
attacks.
devil’s
darkvision.
Longsword.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
slashing
damage,
or
9
(1d10
Magic
Resistance.
The
devil
has
advantage
on
saving
+
4)
slashing
damage
if
used
with
two
hands,
plus
13
throws
against
spells
and
other
magical
effects.
(3d8)
poison
damage.
Longbow.
Ranged
Weapon
Attack:
+7
to
hit,
range
Actions
150/600
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
damage
plus
13
(3d8)
poison
damage,
and
the
target
Multiattack.
The
devil
makes
three
melee
attacks:
two
must
succeed
on
a
DC
14
Constitution
saving
throw
or
with
its
fork
and
one
with
its
tail.
It
can
use
Hurl
Flame
be
poisoned.
The
poison
lasts
until
it
is
removed
by
the
in
place
of
any
melee
attack.
lesser
restoration
spell
or
similar
magic.
Fork.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Reactions
one
target.
Hit:
15
(2d8
+
6)
piercing
damage.
Parry.
The
erinyes
adds
4
to
its
AC
against
one
melee
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
attack
that
would
hit
it.
To
do
so,
the
erinyes
must
see
target.
Hit:
10
(1d8
+
6)
piercing
damage.
If
the
target
is
the
attacker
and
be
wielding
a
melee
weapon.
a
creature
other
than
an
undead
or
a
construct,
it
must
succeed
on
a
DC
17
Constitution
saving
throw
or
lose
10
(3d6)
hit
points
at
the
start
of
each
of
its
turns
due
to
an
infernal
wound.
Each
time
the
devil
hits
the
wounded
target
with
this
attack,
the
damage
dealt
by
the
wound
increases
by
10
(3d6).
Any
creature
can
take
an
action
to
stanch
the
wound
with
a
successful
DC
12
Wisdom
(Medicine)
check.
The
wound
also
closes
if
the
target
receives
magical
healing.
Hurl
Flame.
Ranged
Spell
Attack:
+7
to
hit,
range
150
ft.,
one
target.
Hit:
14
(4d6)
fire
damage.
If
the
target
is
a
flammable
object
that
isn’t
being
worn
or
carried,
it
also
catches
fire.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
276
Ice
Devil
successful
one.
The
wall
lasts
for
1
minute
or
until
the
devil
is
Large
fiend
(devil),
lawful
evil
incapacitated
or
dies.
The
wall
can
be
damaged
and
breached;
each
10-‐foot
section
has
AC
5,
30
hit
points,
Armor
Class
18
(natural
armor)
vulnerability
to
fire
damage,
and
immunity
to
acid,
cold,
necrotic,
poison,
and
psychic
damage.
If
a
section
is
Hit
Points
180
(19d10
+
76)
destroyed,
it
leaves
behind
a
sheet
of
frigid
air
in
the
space
the
wall
occupied.
Whenever
a
creature
finishes
Speed
40
ft.
moving
through
the
frigid
air
on
a
turn,
willingly
or
otherwise,
the
creature
must
make
a
DC
17
STR
DEX
CON
INT
WIS
CHA
Constitution
saving
throw,
taking
17
(5d6)
cold
damage
21
(+5)
14
(+2)
18
(+4)
18
(+4)
15
(+2)
18
(+4)
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
The
frigid
air
dissipates
when
the
rest
Saving
Throws
Dex
+7,
Con
+9,
Wis
+7,
Cha
+9
of
the
wall
vanishes.
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
silvered
Imp
Damage
Immunities
cold,
fire,
poison
Condition
Immunities
poisoned
Tiny
fiend
(devil,
shapechanger),
lawful
evil
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Armor
Class
13
Perception
12
Hit
Points
10
(3d4
+
3)
Languages
Infernal,
telepathy
120
ft.
Challenge
14
(11,500
XP)
Speed
20
ft.,
fly
40
ft.
STR
DEX
CON
INT
WIS
CHA
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
devil’s
darkvision.
6
(−2)
17
(+3)
13
(+1)
11
(+0)
12
(+1)
14
(+2)
Magic
Resistance.
The
devil
has
advantage
on
saving
Skills
Deception
+4,
Insight
+3,
Persuasion
+4,
Stealth
throws
against
spells
and
other
magical
effects.
+5
Actions
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
silvered
Multiattack.
The
devil
makes
three
attacks:
one
with
its
bite,
one
with
its
claws,
and
one
with
its
tail.
Damage
Immunities
fire,
poison
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
Condition
Immunities
poisoned
target.
Hit:
12
(2d6
+
5)
piercing
damage
plus
10
(3d6)
cold
damage.
Senses
darkvision
120
ft.,
passive
Perception
11
Claws.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
Languages
Infernal,
Common
one
target.
Hit:
10
(2d4
+
5)
slashing
damage
plus
10
(3d6)
cold
damage.
Challenge
1
(200
XP)
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
12
(2d6
+
5)
bludgeoning
damage
plus
10
(3d6)
cold
damage.
Shapechanger.
The
imp
can
use
its
action
to
polymorph
into
a
beast
form
that
resembles
a
rat
Wall
of
Ice
(Recharge
6).
The
devil
magically
forms
an
(speed
20
ft.),
a
raven
(20
ft.,
fly
60
ft.),
or
a
spider
(20
opaque
wall
of
ice
on
a
solid
surface
it
can
see
within
ft.,
climb
20
ft.),
or
back
into
its
true
form.
Its
statistics
60
feet
of
it.
The
wall
is
1
foot
thick
and
up
to
30
feet
are
the
same
in
each
form,
except
for
the
speed
long
and
10
feet
high,
or
it’s
a
hemispherical
dome
up
changes
noted.
Any
equipment
it
is
wearing
or
carrying
to
20
feet
in
diameter.
isn’t
transformed.
It
reverts
to
its
true
form
if
it
dies.
When
the
wall
appears,
each
creature
in
its
space
is
pushed
out
of
it
by
the
shortest
route.
The
creature
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
chooses
which
side
of
the
wall
to
end
up
on,
unless
the
imp’s
darkvision.
creature
is
incapacitated.
The
creature
then
makes
a
DC
17
Dexterity
saving
throw,
taking
35
(10d6)
cold
Magic
Resistance.
The
imp
has
advantage
on
saving
damage
on
a
failed
save,
or
half
as
much
damage
on
a
throws
against
spells
and
other
magical
effects.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
277
Actions
STR
DEX
CON
INT
WIS
CHA
Sting
(Bite
in
Beast
Form).
Melee
Weapon
Attack:
+5
26
(+8)
14
(+2)
24
(+7)
22
(+6)
18
(+4)
24
(+7)
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
damage,
and
the
target
must
make
on
a
DC
11
Saving
Throws
Dex
+8,
Con
+13,
Wis
+10
Constitution
saving
throw,
taking
10
(3d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Damage
Resistances
cold;
bludgeoning,
piercing,
and
successful
one.
slashing
from
nonmagical
attacks
that
aren’t
silvered
Invisibility.
The
imp
magically
turns
invisible
until
it
attacks
or
until
its
concentration
ends
(as
if
Damage
Immunities
fire,
poison
concentrating
on
a
spell).
Any
equipment
the
imp
wears
or
carries
is
invisible
with
it.
Condition
Immunities
poisoned
Senses
truesight
120
ft.,
passive
Perception
14
Lemure
Languages
Infernal,
telepathy
120
ft.
Medium
fiend
(devil),
lawful
evil
Challenge
20
(25,000
XP)
Armor
Class
7
Hit
Points
13
(3d8)
Speed
15
ft.
Fear
Aura.
Any
creature
hostile
to
the
pit
fiend
that
STR
DEX
CON
INT
WIS
CHA
starts
its
turn
within
20
feet
of
the
pit
fiend
must
make
10
(+0)
5
(−3)
11
(+0)
1
(−5)
11
(+0)
3
(−4)
a
DC
21
Wisdom
saving
throw,
unless
the
pit
fiend
is
incapacitated.
On
a
failed
save,
the
creature
is
Damage
Resistances
cold
frightened
until
the
start
of
its
next
turn.
If
a
creature’s
Damage
Immunities
fire,
poison
saving
throw
is
successful,
the
creature
is
immune
to
Condition
Immunities
charmed,
frightened,
poisoned
the
pit
fiend’s
Fear
Aura
for
the
next
24
hours.
Senses
darkvision
120
ft.,
passive
Perception
10
Languages
understands
Infernal
but
can’t
speak
Magic
Resistance.
The
pit
fiend
has
advantage
on
Challenge
0
(10
XP)
saving
throws
against
spells
and
other
magical
effects.
Devil’s
Sight.
Magical
darkness
doesn’t
impede
the
Magic
Weapons.
The
pit
fiend’s
weapon
attacks
are
lemure’s
darkvision.
magical.
Hellish
Rejuvenation.
A
lemure
that
dies
in
the
Nine
Hells
comes
back
to
life
with
all
its
hit
points
in
1d10
Innate
Spellcasting.
The
pit
fiend’s
spellcasting
ability
days
unless
it
is
killed
by
a
good-‐aligned
creature
with
a
is
Charisma
(spell
save
DC
21).
The
pit
fiend
can
bless
spell
cast
on
that
creature
or
its
remains
are
innately
cast
the
following
spells,
requiring
no
material
sprinkled
with
holy
water.
components:
Actions
At
will:
detect
magic,
fireball
Fist.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
3/day
each:
hold
monster,
wall
of
fire
target.
Hit:
2
(1d4)
bludgeoning
damage.
Actions
Pit
Fiend
Multiattack.
The
pit
fiend
makes
four
attacks:
one
with
its
bite,
one
with
its
claw,
one
with
its
mace,
and
one
Large
fiend
(devil),
lawful
evil
with
its
tail.
Armor
Class
19
(natural
armor)
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
5
ft.,
one
Hit
Points
300
(24d10
+
168)
target.
Hit:
22
(4d6
+
8)
piercing
damage.
The
target
Speed
30
ft.,
fly
60
ft.
must
succeed
on
a
DC
21
Constitution
saving
throw
or
become
poisoned.
While
poisoned
in
this
way,
the
target
can’t
regain
hit
points,
and
it
takes
21
(6d6)
poison
damage
at
the
start
of
each
of
its
turns.
The
poisoned
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d8
+
8)
slashing
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
278
Mace.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
If
the
target
is
prone,
the
triceratops
can
make
one
one
target.
Hit:
15
(2d6
+
8)
bludgeoning
damage
plus
stomp
attack
against
it
as
a
bonus
action.
21
(6d6)
fire
damage.
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
Actions
target.
Hit:
24
(3d10
+
8)
bludgeoning
damage.
Gore.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
24
(4d8
+
6)
piercing
damage.
Dinosaurs Stomp.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
prone
creature.
Hit:
22
(3d10
+
6)
bludgeoning
Plesiosaurus
damage.
Large
beast,
unaligned
Tyrannosaurus
Rex
Armor
Class
13
(natural
armor)
Hit
Points
68
(8d10
+
24)
Huge
beast,
unaligned
Speed
20
ft.,
swim
40
ft.
Armor
Class
13
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
136
(13d12
+
52)
18
(+4)
15
(+2)
16
(+3)
2
(−4)
12
(+1)
5
(−3)
Speed
50
ft.
Skills
Perception
+3,
Stealth
+4
STR
DEX
CON
INT
WIS
CHA
Senses
passive
Perception
13
25
(+7)
10
(+0)
19
(+4)
2
(−4)
12
(+1)
9
(−1)
Languages
—
Challenge
2
(450
XP)
Skills
Perception
+4
Senses
passive
Perception
14
Hold
Breath.
The
plesiosaurus
can
hold
its
breath
for
1
Languages
—
hour.
Challenge
8
(3,900
XP)
Actions
Actions
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
target.
Hit:
14
(3d6
+
4)
piercing
damage.
Multiattack.
The
tyrannosaurus
makes
two
attacks:
one
with
its
bite
and
one
with
its
tail.
It
can’t
make
both
attacks
against
the
same
target.
Triceratops
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
33
(4d12
+
7)
piercing
damage.
If
the
Huge
beast,
unaligned
target
is
a
Medium
or
smaller
creature,
it
is
grappled
(escape
DC
17).
Until
this
grapple
ends,
the
target
is
Armor
Class
13
(natural
armor)
restrained,
and
the
tyrannosaurus
can’t
bite
another
Hit
Points
95
(10d12
+
30)
target.
Speed
50
ft.
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
20
(3d8
+
7)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
22
(+6)
9
(−1)
17
(+3)
2
(−4)
11
(+0)
5
(−3)
Doppelganger
Senses
passive
Perception
10
Languages
—
Medium
monstrosity
(shapechanger),
neutral
Challenge
5
(1,800
XP)
Armor
Class
14
Trampling
Charge.
If
the
triceratops
moves
at
least
20
Hit
Points
52
(8d8
+
16)
feet
straight
toward
a
creature
and
then
hits
it
with
a
Speed
30
ft.
gore
attack
on
the
same
turn,
that
target
must
succeed
on
a
DC
13
Strength
saving
throw
or
be
knocked
prone.
STR
DEX
CON
INT
WIS
CHA
11
(+0)
18
(+4)
14
(+2)
11
(+0)
12
(+1)
14
(+2)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
279
Skills
Deception
+6,
Insight
+3
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
charmed
27
(+8)
14
(+2)
25
(+7)
16
(+3)
15
(+2)
19
(+4)
Senses
darkvision
60
ft.,
passive
Perception
11
Saving
Throws
Dex
+9,
Con
+14,
Wis
+9,
Cha
+11
Languages
Common
Skills
Perception
+16,
Stealth
+9
Challenge
3
(700
XP)
Damage
Immunities
acid
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
26
Shapechanger.
The
doppelganger
can
use
its
action
to
polymorph
into
a
Small
or
Medium
humanoid
it
has
Languages
Common,
Draconic
seen,
or
back
into
its
true
form.
Its
statistics,
other
than
its
size,
are
the
same
in
each
form.
Any
equipment
it
is
Challenge
21
(33,000
XP)
wearing
or
carrying
isn’t
transformed.
It
reverts
to
its
true
form
if
it
dies.
Ambusher.
In
the
first
round
of
a
combat,
the
Amphibious.
The
dragon
can
breathe
air
and
water.
doppelganger
has
advantage
on
attack
rolls
against
any
creature
it
has
surprised.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
Surprise
Attack.
If
the
doppelganger
surprises
a
creature
and
hits
it
with
an
attack
during
the
first
Actions
round
of
combat,
the
target
takes
an
extra
10
(3d6)
damage
from
the
attack.
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Actions
with
its
claws.
Multiattack.
The
doppelganger
makes
two
melee
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
attacks.
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
9
(2d8)
acid
damage.
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d6
+
4)
bludgeoning
damage.
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Read
Thoughts.
The
doppelganger
magically
reads
the
surface
thoughts
of
one
creature
within
60
feet
of
it.
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
The
effect
can
penetrate
barriers,
but
3
feet
of
wood
or
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
dirt,
2
feet
of
stone,
2
inches
of
metal,
or
a
thin
sheet
of
lead
blocks
it.
While
the
target
is
in
range,
the
Frightful
Presence.
Each
creature
of
the
dragon’s
doppelganger
can
continue
reading
its
thoughts,
as
choice
that
is
within
120
feet
of
the
dragon
and
aware
long
as
the
doppelganger’s
concentration
isn’t
broken
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
(as
if
concentrating
on
a
spell).
While
reading
the
become
frightened
for
1
minute.
A
creature
can
repeat
target’s
mind,
the
doppelganger
has
advantage
on
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Wisdom
(Insight)
and
Charisma
(Deception,
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
Intimidation,
and
Persuasion)
checks
against
the
target.
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Dragons, Chromatic Acid
Breath
(Recharge
5–6).
The
dragon
exhales
acid
in
a
90-‐foot
line
that
is
10
feet
wide.
Each
creature
in
that
Black Dragon line
must
make
a
DC
22
Dexterity
saving
throw,
taking
67
(15d8)
acid
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Ancient
Black
Dragon
Legendary
Actions
Gargantuan
dragon,
chaotic
evil
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Armor
Class
22
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
dragon
regains
spent
Hit
Points
367
(21d20
+
147)
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
280
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
check.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Tail
Attack.
The
dragon
makes
a
tail
attack.
creature
is
immune
to
the
dragon’s
Frightful
Presence
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
for
the
next
24
hours.
wings.
Each
creature
within
15
feet
of
the
dragon
Acid
Breath
(Recharge
5–6).
The
dragon
exhales
acid
in
must
succeed
on
a
DC
23
Dexterity
saving
throw
or
a
60-‐foot
line
that
is
5
feet
wide.
Each
creature
in
that
take
15
(2d6
+
8)
bludgeoning
damage
and
be
line
must
make
a
DC
18
Dexterity
saving
throw,
taking
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
54
(12d8)
acid
damage
on
a
failed
save,
or
half
as
much
flying
speed.
damage
on
a
successful
one.
Legendary
Actions
Adult
Black
Dragon
The
dragon
can
take
3
legendary
actions,
choosing
Huge
dragon,
chaotic
evil
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Armor
Class
19
(natural
armor)
another
creature’s
turn.
The
dragon
regains
spent
Hit
Points
195
(17d12
+
85)
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
STR
DEX
CON
INT
WIS
CHA
check.
23
(+6)
14
(+2)
21
(+5)
14
(+2)
13
(+1)
17
(+3)
Tail
Attack.
The
dragon
makes
a
tail
attack.
Saving
Throws
Dex
+7,
Con
+10,
Wis
+6,
Cha
+8
Skills
Perception
+11,
Stealth
+7
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Damage
Immunities
acid
wings.
Each
creature
within
10
feet
of
the
dragon
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
take
13
(2d6
+
6)
bludgeoning
damage
and
be
Perception
21
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Languages
Common,
Draconic
flying
speed.
Challenge
14
(11,500
XP)
Amphibious.
The
dragon
can
breathe
air
and
water.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Young
Black
Dragon
saving
throw,
it
can
choose
to
succeed
instead.
Large
dragon,
chaotic
evil
Actions
Armor
Class
18
(natural
armor)
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Hit
Points
127
(15d10
+
45)
with
its
claws.
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
4
(1d8)
acid
damage.
STR
DEX
CON
INT
WIS
CHA
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
19
(+4)
14
(+2)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
Saving
Throws
Dex
+5,
Con
+6,
Wis
+3,
Cha
+5
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
Skills
Perception
+6,
Stealth
+5
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Damage
Immunities
acid
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Perception
16
Languages
Common,
Draconic
Challenge
7
(2,900
XP)
Amphibious.
The
dragon
can
breathe
air
and
water.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
281
Actions
Ancient
Blue
Dragon
Multiattack.
The
dragon
makes
three
attacks:
one
with
Gargantuan
dragon,
lawful
evil
its
bite
and
two
with
its
claws.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Armor
Class
22
(natural
armor)
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
4
(1d8)
acid
damage.
Hit
Points
481
(26d20
+
208)
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.
Acid
Breath
(Recharge
5–6).
The
dragon
exhales
acid
in
a
30-‐foot
line
that
is
5
feet
wide.
Each
creature
in
that
STR
DEX
CON
INT
WIS
CHA
line
must
make
a
DC
14
Dexterity
saving
throw,
taking
49
(11d8)
acid
damage
on
a
failed
save,
or
half
as
much
29
(+9)
10
(+0)
27
(+8)
18
(+4)
17
(+3)
21
(+5)
damage
on
a
successful
one.
Saving
Throws
Dex
+7,
Con
+15,
Wis
+10,
Cha
+12
Black
Dragon
Wyrmling
Skills
Perception
+17,
Stealth
+7
Medium
dragon,
chaotic
evil
Damage
Immunities
lightning
Armor
Class
17
(natural
armor)
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Hit
Points
33
(6d8
+
6)
Perception
27
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Languages
Common,
Draconic
STR
DEX
CON
INT
WIS
CHA
15
(+2)
14
(+2)
13
(+1)
10
(+0)
11
(+0)
13
(+1)
Challenge
23
(50,000
XP)
Saving
Throws
Dex
+4,
Con
+3,
Wis
+2,
Cha
+3
Skills
Perception
+4,
Stealth
+4
Damage
Immunities
acid
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
saving
throw,
it
can
choose
to
succeed
instead.
Perception
14
Actions
Languages
Draconic
Challenge
2
(450
XP)
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Amphibious.
The
dragon
can
breathe
air
and
water.
with
its
claws.
Actions
Bite.
Melee
Weapon
Attack:
+16
to
hit,
reach
15
ft.,
one
target.
Hit:
20
(2d10
+
9)
piercing
damage
plus
11
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
(2d10)
lightning
damage.
target.
Hit:
7
(1d10
+
2)
piercing
damage
plus
2
(1d4)
acid
damage.
Claw.
Melee
Weapon
Attack:
+16
to
hit,
reach
10
ft.,
Acid
Breath
(Recharge
5–6).
The
dragon
exhales
acid
in
one
target.
Hit:
16
(2d6
+
9)
slashing
damage.
a
15-‐foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
must
make
a
DC
11
Dexterity
saving
throw,
taking
Tail.
Melee
Weapon
Attack:
+16
to
hit,
reach
20
ft.,
one
22
(5d8)
acid
damage
on
a
failed
save,
or
half
as
much
target.
Hit:
18
(2d8
+
9)
bludgeoning
damage.
damage
on
a
successful
one.
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
Blue Dragon of
it
must
succeed
on
a
DC
20
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Lightning
Breath
(Recharge
5–6).
The
dragon
exhales
lightning
in
a
120-‐foot
line
that
is
10
feet
wide.
Each
creature
in
that
line
must
make
a
DC
23
Dexterity
saving
throw,
taking
88
(16d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
282
Legendary
Actions
Tail.
Melee
Weapon
Attack:
+12
to
hit,
reach
15
ft.,
one
target.
Hit:
16
(2d8
+
7)
bludgeoning
damage.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Frightful
Presence.
Each
creature
of
the
dragon’s
option
can
be
used
at
a
time
and
only
at
the
end
of
choice
that
is
within
120
feet
of
the
dragon
and
aware
another
creature’s
turn.
The
dragon
regains
spent
of
it
must
succeed
on
a
DC
17
Wisdom
saving
throw
or
legendary
actions
at
the
start
of
its
turn.
become
frightened
for
1
minute.
A
creature
can
repeat
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
check.
throw
is
successful
or
the
effect
ends
for
it,
the
Tail
Attack.
The
dragon
makes
a
tail
attack.
creature
is
immune
to
the
dragon’s
Frightful
Presence
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
for
the
next
24
hours.
wings.
Each
creature
within
15
feet
of
the
dragon
Lightning
Breath
(Recharge
5–6).
The
dragon
exhales
must
succeed
on
a
DC
24
Dexterity
saving
throw
or
lightning
in
a
90-‐foot
line
that
is
5
feet
wide.
Each
take
16
(2d6
+
9)
bludgeoning
damage
and
be
creature
in
that
line
must
make
a
DC
19
Dexterity
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
saving
throw,
taking
66
(12d10)
lightning
damage
on
a
flying
speed.
failed
save,
or
half
as
much
damage
on
a
successful
one.
Legendary
Actions
Adult
Blue
Dragon
The
dragon
can
take
3
legendary
actions,
choosing
Huge
dragon,
lawful
evil
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Armor
Class
19
(natural
armor)
another
creature’s
turn.
The
dragon
regains
spent
Hit
Points
225
(18d12
+
108)
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
burrow
30
ft.,
fly
80
ft.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
STR
DEX
CON
INT
WIS
CHA
check.
25
(+7)
10
(+0)
23
(+6)
16
(+3)
15
(+2)
19
(+4)
Tail
Attack.
The
dragon
makes
a
tail
attack.
Saving
Throws
Dex
+5,
Con
+11,
Wis
+7,
Cha
+9
Skills
Perception
+12,
Stealth
+5
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Damage
Immunities
lightning
wings.
Each
creature
within
10
feet
of
the
dragon
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
must
succeed
on
a
DC
20
Dexterity
saving
throw
or
take
14
(2d6
+
7)
bludgeoning
damage
and
be
Perception
22
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Languages
Common,
Draconic
flying
speed.
Challenge
16
(15,000
XP)
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
Young
Blue
Dragon
Actions
Large
dragon,
lawful
evil
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Armor
Class
18
(natural
armor)
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Hit
Points
152
(16d10
+
64)
Bite.
Melee
Weapon
Attack:
+12
to
hit,
reach
10
ft.,
one
target.
Hit:
18
(2d10
+
7)
piercing
damage
plus
5
Speed
40
ft.,
burrow
20
ft.,
fly
80
ft.
(1d10)
lightning
damage.
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
STR
DEX
CON
INT
WIS
CHA
one
target.
Hit:
14
(2d6
+
7)
slashing
damage.
21
(+5)
10
(+0)
19
(+4)
14
(+2)
13
(+1)
17
(+3)
Saving
Throws
Dex
+4,
Con
+8,
Wis
+5,
Cha
+7
Skills
Perception
+9,
Stealth
+4
Damage
Immunities
lightning
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Perception
19
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
283
Languages
Common,
Draconic
Green Dragon
Challenge
9
(5,000
XP)
Actions
Ancient
Green
Dragon
Multiattack.
The
dragon
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Gargantuan
dragon,
lawful
evil
Bite.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
target.
Hit:
16
(2d10
+
5)
piercing
damage
plus
5
(1d10)
Armor
Class
21
(natural
armor)
lightning
damage.
Hit
Points
385
(22d20
+
154)
Claw.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
target.
Hit:
12
(2d6
+
5)
slashing
damage.
Lightning
Breath
(Recharge
5–6).
The
dragon
exhales
STR
DEX
CON
INT
WIS
CHA
lightning
in
an
60-‐foot
line
that
is
5
feet
wide.
Each
27
(+8)
12
(+1)
25
(+7)
20
(+5)
17
(+3)
19
(+4)
creature
in
that
line
must
make
a
DC
16
Dexterity
saving
throw,
taking
55
(10d10)
lightning
damage
on
a
Saving
Throws
Dex
+8,
Con
+14,
Wis
+10,
Cha
+11
failed
save,
or
half
as
much
damage
on
a
successful
one.
Skills
Deception
+11,
Insight
+10,
Perception
+17,
Persuasion
+11,
Stealth
+8
Blue
Dragon
Wyrmling
Damage
Immunities
poison
Condition
Immunities
poisoned
Medium
dragon,
lawful
evil
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Armor
Class
17
(natural
armor)
Perception
27
Hit
Points
52
(8d8
+
16)
Languages
Common,
Draconic
Speed
30
ft.,
burrow
15
ft.,
fly
60
ft.
Challenge
22
(41,000
XP)
STR
DEX
CON
INT
WIS
CHA
Amphibious.
The
dragon
can
breathe
air
and
water.
17
(+3)
10
(+0)
15
(+2)
12
(+1)
11
(+0)
15
(+2)
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+4
Skills
Perception
+4,
Stealth
+2
Actions
Damage
Immunities
lightning
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Perception
14
with
its
claws.
Languages
Draconic
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
Challenge
3
(700
XP)
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
10
(3d6)
poison
damage.
Actions
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
one
target.
Hit:
22
(4d6
+
8)
slashing
damage.
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
target.
Hit:
8
(1d10
+
3)
piercing
damage
plus
3
(1d6)
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
lightning
damage.
Frightful
Presence.
Each
creature
of
the
dragon’s
Lightning
Breath
(Recharge
5–6).
The
dragon
exhales
choice
that
is
within
120
feet
of
the
dragon
and
aware
lightning
in
a
30-‐foot
line
that
is
5
feet
wide.
Each
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
creature
in
that
line
must
make
a
DC
12
Dexterity
become
frightened
for
1
minute.
A
creature
can
repeat
saving
throw,
taking
22
(4d10)
lightning
damage
on
a
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
failed
save,
or
half
as
much
damage
on
a
successful
one.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
284
Poison
Breath
(Recharge
5–6).
The
dragon
exhales
Actions
poisonous
gas
in
a
90-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
22
Constitution
saving
throw,
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
taking
77
(22d6)
poison
damage
on
a
failed
save,
or
It
then
makes
three
attacks:
one
with
its
bite
and
two
half
as
much
damage
on
a
successful
one.
with
its
claws.
Legendary
Actions
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
7
The
dragon
can
take
3
legendary
actions,
choosing
(2d6)
poison
damage.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
another
creature’s
turn.
The
dragon
regains
spent
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
legendary
actions
at
the
start
of
its
turn.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
check.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Frightful
Presence.
Each
creature
of
the
dragon’s
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
choice
that
is
within
120
feet
of
the
dragon
and
aware
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
wings.
Each
creature
within
15
feet
of
the
dragon
become
frightened
for
1
minute.
A
creature
can
repeat
must
succeed
on
a
DC
23
Dexterity
saving
throw
or
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
take
15
(2d6
+
8)
bludgeoning
damage
and
be
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
throw
is
successful
or
the
effect
ends
for
it,
the
flying
speed.
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Adult
Green
Dragon
Poison
Breath
(Recharge
5–6).
The
dragon
exhales
poisonous
gas
in
a
60-‐foot
cone.
Each
creature
in
that
Huge
dragon,
lawful
evil
area
must
make
a
DC
18
Constitution
saving
throw,
taking
56
(16d6)
poison
damage
on
a
failed
save,
or
Armor
Class
19
(natural
armor)
half
as
much
damage
on
a
successful
one.
Hit
Points
207
(18d12
+
90)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Legendary
Actions
STR
DEX
CON
INT
WIS
CHA
The
dragon
can
take
3
legendary
actions,
choosing
23
(+6)
12
(+1)
21
(+5)
18
(+4)
15
(+2)
17
(+3)
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Saving
Throws
Dex
+6,
Con
+10,
Wis
+7,
Cha
+8
another
creature’s
turn.
The
dragon
regains
spent
Skills
Deception
+8,
Insight
+7,
Perception
+12,
legendary
actions
at
the
start
of
its
turn.
Persuasion
+8,
Stealth
+6
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Damage
Immunities
poison
check.
Condition
Immunities
poisoned
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Tail
Attack.
The
dragon
makes
a
tail
attack.
Perception
22
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Languages
Common,
Draconic
wings.
Each
creature
within
10
feet
of
the
dragon
Challenge
15
(13,000
XP)
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
take
13
(2d6
+
6)
bludgeoning
damage
and
be
Amphibious.
The
dragon
can
breathe
air
and
water.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
flying
speed.
saving
throw,
it
can
choose
to
succeed
instead.
Young
Green
Dragon
Large
dragon,
lawful
evil
Armor
Class
18
(natural
armor)
Hit
Points
136
(16d10
+
48)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
285
STR
DEX
CON
INT
WIS
CHA
19
(+4)
12
(+1)
17
(+3)
16
(+3)
13
(+1)
15
(+2)
Amphibious.
The
dragon
can
breathe
air
and
water.
Saving
Throws
Dex
+4,
Con
+6,
Wis
+4,
Cha
+5
Actions
Skills
Deception
+5,
Perception
+7,
Stealth
+4
Damage
Immunities
poison
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Condition
Immunities
poisoned
target.
Hit:
7
(1d10
+
2)
piercing
damage
plus
3
(1d6)
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
poison
damage.
Poison
Breath
(Recharge
5–6).
The
dragon
exhales
Perception
17
poisonous
gas
in
a
15-‐foot
cone.
Each
creature
in
that
Languages
Common,
Draconic
area
must
make
a
DC
11
Constitution
saving
throw,
Challenge
8
(3,900
XP)
taking
21
(6d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Amphibious.
The
dragon
can
breathe
air
and
water.
Actions
Red Dragon
Multiattack.
The
dragon
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Ancient
Red
Dragon
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
7
(2d6)
poison
damage.
Gargantuan
dragon,
chaotic
evil
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Armor
Class
22
(natural
armor)
Poison
Breath
(Recharge
5–6).
The
dragon
exhales
Hit
Points
546
(28d20
+
252)
poisonous
gas
in
a
30-‐foot
cone.
Each
creature
in
that
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
area
must
make
a
DC
14
Constitution
saving
throw,
taking
42
(12d6)
poison
damage
on
a
failed
save,
or
STR
DEX
CON
INT
WIS
CHA
half
as
much
damage
on
a
successful
one.
30
(+10)
10
(+0)
29
(+9)
18
(+4)
15
(+2)
23
(+6)
Saving
Throws
Dex
+7,
Con
+16,
Wis
+9,
Cha
+13
Green
Dragon
Wyrmling
Skills
Perception
+16,
Stealth
+7
Damage
Immunities
fire
Medium
dragon,
lawful
evil
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Armor
Class
17
(natural
armor)
Perception
26
Hit
Points
38
(7d8
+
7)
Languages
Common,
Draconic
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Challenge
24
(62,000
XP)
STR
DEX
CON
INT
WIS
CHA
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
15
(+2)
12
(+1)
13
(+1)
14
(+2)
11
(+0)
13
(+1)
saving
throw,
it
can
choose
to
succeed
instead.
Saving
Throws
Dex
+3,
Con
+3,
Wis
+2,
Cha
+3
Actions
Skills
Perception
+4,
Stealth
+3
Damage
Immunities
poison
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Condition
Immunities
poisoned
It
then
makes
three
attacks:
one
with
its
bite
and
two
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
with
its
claws.
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
Perception
14
one
target.
Hit:
21
(2d10
+
10)
piercing
damage
plus
14
Languages
Draconic
(4d6)
fire
damage.
Challenge
2
(450
XP)
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
286
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
Languages
Common,
Draconic
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
Challenge
17
(18,000
XP)
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
of
it
must
succeed
on
a
DC
21
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
saving
throw,
it
can
choose
to
succeed
instead.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Actions
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Fire
Breath
(Recharge
5–6).
The
dragon
exhales
fire
in
with
its
claws.
a
90-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
24
Dexterity
saving
throw,
taking
91
(26d6)
fire
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
damage
on
a
failed
save,
or
half
as
much
damage
on
a
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
7
successful
one.
(2d6)
fire
damage.
Legendary
Actions
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
one
option
can
be
used
at
a
time
and
only
at
the
end
of
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
another
creature’s
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
Detect.
The
dragon
makes
a
Wisdom
(Perception)
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
check.
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Tail
Attack.
The
dragon
makes
a
tail
attack.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
creature
is
immune
to
the
dragon’s
Frightful
Presence
wings.
Each
creature
within
15
feet
of
the
dragon
for
the
next
24
hours.
must
succeed
on
a
DC
25
Dexterity
saving
throw
or
take
17
(2d6
+
10)
bludgeoning
damage
and
be
Fire
Breath
(Recharge
5–6).
The
dragon
exhales
fire
in
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
a
60-‐foot
cone.
Each
creature
in
that
area
must
make
a
flying
speed.
DC
21
Dexterity
saving
throw,
taking
63
(18d6)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Adult
Red
Dragon
Legendary
Actions
Huge
dragon,
chaotic
evil
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Armor
Class
19
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
dragon
regains
spent
Hit
Points
256
(19d12
+
133)
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
check.
STR
DEX
CON
INT
WIS
CHA
Tail
Attack.
The
dragon
makes
a
tail
attack.
27
(+8)
10
(+0)
25
(+7)
16
(+3)
13
(+1)
21
(+5)
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Saving
Throws
Dex
+6,
Con
+13,
Wis
+7,
Cha
+11
wings.
Each
creature
within
10
feet
of
the
dragon
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
Skills
Perception
+13,
Stealth
+6
take
15
(2d6
+
8)
bludgeoning
damage
and
be
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Damage
Immunities
fire
flying
speed.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
23
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
287
Young
Red
Dragon
Challenge
4
(1,100
XP)
Large
dragon,
chaotic
evil
Actions
Armor
Class
18
(natural
armor)
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Hit
Points
178
(17d10
+
85)
target.
Hit:
9
(1d10
+
4)
piercing
damage
plus
3
(1d6)
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
fire
damage.
Fire
Breath
(Recharge
5–6).
The
dragon
exhales
fire
in
STR
DEX
CON
INT
WIS
CHA
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
23
(+6)
10
(+0)
21
(+5)
14
(+2)
11
(+0)
19
(+4)
DC
13
Dexterity
saving
throw,
taking
24
(7d6)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+8
successful
one.
Skills
Perception
+8,
Stealth
+4
Damage
Immunities
fire
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
White Dragon
Perception
18
Languages
Common,
Draconic
Challenge
10
(5,900
XP)
Ancient
White
Dragon
Actions
Gargantuan
dragon,
chaotic
evil
Multiattack.
The
dragon
makes
three
attacks:
one
with
Armor
Class
20
(natural
armor)
its
bite
and
two
with
its
claws.
Hit
Points
333
(18d20
+
144)
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.,
swim
40
ft.
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
3
(1d6)
fire
damage.
STR
DEX
CON
INT
WIS
CHA
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
26
(+8)
10
(+0)
26
(+8)
10
(+0)
13
(+1)
14
(+2)
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Fire
Breath
(Recharge
5–6).
The
dragon
exhales
fire
in
Saving
Throws
Dex
+6,
Con
+14,
Wis
+7,
Cha
+8
a
30-‐foot
cone.
Each
creature
in
that
area
must
make
a
Skills
Perception
+13,
Stealth
+6
DC
17
Dexterity
saving
throw,
taking
56
(16d6)
fire
Damage
Immunities
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
successful
one.
Perception
23
Languages
Common,
Draconic
Red
Dragon
Wyrmling
Challenge
20
(25,000
XP)
Medium
dragon,
chaotic
evil
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
surfaces
without
needing
to
make
an
ability
check.
Armor
Class
17
(natural
armor)
Additionally,
difficult
terrain
composed
of
ice
or
snow
Hit
Points
75
(10d8
+
30)
doesn’t
cost
it
extra
moment.
Speed
30
ft.,
climb
30
ft.,
fly
60
ft.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
10
(+0)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Actions
Saving
Throws
Dex
+2,
Con
+5,
Wis
+2,
Cha
+4
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Skills
Perception
+4,
Stealth
+2
It
then
makes
three
attacks:
one
with
its
bite
and
two
Damage
Immunities
fire
with
its
claws.
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
9
Perception
14
(2d8)
cold
damage.
Languages
Draconic
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
288
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Perception
21
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
20
ft.,
one
Languages
Common,
Draconic
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
Challenge
13
(10,000
XP)
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
surfaces
without
needing
to
make
an
ability
check.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
Additionally,
difficult
terrain
composed
of
ice
or
snow
throw
is
successful
or
the
effect
ends
for
it,
the
doesn’t
cost
it
extra
moment.
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
Cold
Breath
(Recharge
5–6).
The
dragon
exhales
an
icy
blast
in
a
90-‐foot
cone.
Each
creature
in
that
area
must
Actions
make
a
DC
22
Constitution
saving
throw,
taking
72
(16d8)
cold
damage
on
a
failed
save,
or
half
as
much
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
damage
on
a
successful
one.
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Legendary
Actions
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
The
dragon
can
take
3
legendary
actions,
choosing
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
4
from
the
options
below.
Only
one
legendary
action
(1d8)
cold
damage.
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
dragon
regains
spent
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
legendary
actions
at
the
start
of
its
turn.
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
check.
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
of
it
must
succeed
on
a
DC
14
Wisdom
saving
throw
or
wings.
Each
creature
within
15
feet
of
the
dragon
become
frightened
for
1
minute.
A
creature
can
repeat
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
take
15
(2d6
+
8)
bludgeoning
damage
and
be
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
throw
is
successful
or
the
effect
ends
for
it,
the
flying
speed.
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Cold
Breath
(Recharge
5–6).
The
dragon
exhales
an
icy
Adult
White
Dragon
blast
in
a
60-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
19
Constitution
saving
throw,
taking
54
Huge
dragon,
chaotic
evil
(12d8)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Armor
Class
18
(natural
armor)
Legendary
Actions
Hit
Points
200
(16d12
+
96)
The
dragon
can
take
3
legendary
actions,
choosing
Speed
40
ft.,
burrow
30
ft.,
fly
80
ft.,
swim
40
ft.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
STR
DEX
CON
INT
WIS
CHA
another
creature’s
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
22
(+6)
10
(+0)
22
(+6)
8
(−1)
12
(+1)
12
(+1)
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Saving
Throws
Dex
+5,
Con
+11,
Wis
+6,
Cha
+6
check.
Skills
Perception
+11,
Stealth
+5
Tail
Attack.
The
dragon
makes
a
tail
attack.
Damage
Immunities
cold
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
289
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Hit
Points
32
(5d8
+
10)
wings.
Each
creature
within
10
feet
of
the
dragon
Speed
30
ft.,
burrow
15
ft.,
fly
60
ft.,
swim
30
ft.
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
take
13
(2d6
+
6)
bludgeoning
damage
and
be
STR
DEX
CON
INT
WIS
CHA
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
14
(+2)
10
(+0)
14
(+2)
5
(−3)
10
(+0)
11
(+0)
flying
speed.
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+2
Skills
Perception
+4,
Stealth
+2
Damage
Immunities
cold
Young
White
Dragon
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Large
dragon,
chaotic
evil
Perception
14
Languages
Draconic
Armor
Class
17
(natural
armor)
Challenge
2
(450
XP)
Hit
Points
133
(14d10
+
56)
Speed
40
ft.,
burrow
20
ft.,
fly
80
ft.,
swim
40
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
18
(+4)
10
(+0)
18
(+4)
6
(−2)
11
(+0)
12
(+1)
target.
Hit:
7
(1d10
+
2)
piercing
damage
plus
2
(1d4)
cold
damage.
Saving
Throws
Dex
+3,
Con
+7,
Wis
+3,
Cha
+4
Cold
Breath
(Recharge
5–6).
The
dragon
exhales
an
icy
Skills
Perception
+6,
Stealth
+3
blast
of
hail
in
a
15-‐foot
cone.
Each
creature
in
that
Damage
Immunities
cold
area
must
make
a
DC
12
Constitution
saving
throw,
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
taking
22
(5d8)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Perception
16
Languages
Common,
Draconic
Challenge
6
(2,300
XP)
Dragons, Metallic
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
Brass Dragon
surfaces
without
needing
to
make
an
ability
check.
Additionally,
difficult
terrain
composed
of
ice
or
snow
doesn’t
cost
it
extra
moment.
Ancient
Brass
Dragon
Actions
Gargantuan
dragon,
chaotic
good
Multiattack.
The
dragon
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Armor
Class
20
(natural
armor)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Hit
Points
297
(17d20
+
119)
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
4
(1d8)
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.
cold
damage.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
11
(2d6
+
4)
slashing
damage.
27
(+8)
10
(+0)
25
(+7)
16
(+3)
15
(+2)
19
(+4)
Cold
Breath
(Recharge
5–6).
The
dragon
exhales
an
icy
blast
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
Saving
Throws
Dex
+6,
Con
+13,
Wis
+8,
Cha
+10
make
a
DC
15
Constitution
saving
throw,
taking
45
Skills
History
+9,
Perception
+14,
Persuasion
+10,
(10d8)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Stealth
+6
Damage
Immunities
fire
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
White
Dragon
Wyrmling
Perception
24
Medium
dragon,
chaotic
evil
Languages
Common,
Draconic
Challenge
20
(25,000
XP)
Armor
Class
16
(natural
armor)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
290
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Legendary
Actions
saving
throw,
it
can
choose
to
succeed
instead.
The
dragon
can
take
3
legendary
actions,
choosing
Actions
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
another
creature’s
turn.
The
dragon
regains
spent
It
then
makes
three
attacks:
one
with
its
bite
and
two
legendary
actions
at
the
start
of
its
turn.
with
its
claws.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
check.
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
wings.
Each
creature
within
15
feet
of
the
dragon
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
20
ft.,
one
take
15
(2d6
+
8)
bludgeoning
damage
and
be
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
of
it
must
succeed
on
a
DC
18
Wisdom
saving
throw
or
Adult
Brass
Dragon
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Huge
dragon,
chaotic
good
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Armor
Class
18
(natural
armor)
creature
is
immune
to
the
dragon’s
Frightful
Presence
Hit
Points
172
(15d12
+
75)
for
the
next
24
hours.
Speed
40
ft.,
burrow
30
ft.,
fly
80
ft.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
STR
DEX
CON
INT
WIS
CHA
of
the
following
breath
weapons:
23
(+6)
10
(+0)
21
(+5)
14
(+2)
13
(+1)
17
(+3)
Fire
Breath.
The
dragon
exhales
fire
in
an
90-‐foot
line
Saving
Throws
Dex
+5,
Con
+10,
Wis
+6,
Cha
+8
that
is
10
feet
wide.
Each
creature
in
that
line
must
Skills
History
+7,
Perception
+11,
Persuasion
+8,
Stealth
make
a
DC
21
Dexterity
saving
throw,
taking
56
(16d6)
fire
damage
on
a
failed
save,
or
half
as
much
+5
damage
on
a
successful
one.
Damage
Immunities
fire
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
90-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
Perception
21
DC
21
Constitution
saving
throw
or
fall
unconscious
Languages
Common,
Draconic
for
10
minutes.
This
effect
ends
for
a
creature
if
the
Challenge
13
(10,000
XP)
creature
takes
damage
or
someone
uses
an
action
to
wake
it.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
Change
Shape.
The
dragon
magically
polymorphs
into
a
humanoid
or
beast
that
has
a
challenge
rating
no
Actions
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
wearing
or
carrying
is
absorbed
or
borne
by
the
new
It
then
makes
three
attacks:
one
with
its
bite
and
two
form
(the
dragon’s
choice).
with
its
claws.
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
points,
Hit
Dice,
ability
to
speak,
proficiencies,
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
Legendary
Resistance,
lair
actions,
and
Intelligence,
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
statistics
and
capabilities
are
otherwise
replaced
by
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
291
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
19
(+4)
10
(+0)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Frightful
Presence.
Each
creature
of
the
dragon’s
Saving
Throws
Dex
+3,
Con
+6,
Wis
+3,
Cha
+5
choice
that
is
within
120
feet
of
the
dragon
and
aware
Skills
Perception
+6,
Persuasion
+5,
Stealth
+3
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
Damage
Immunities
fire
become
frightened
for
1
minute.
A
creature
can
repeat
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
Perception
16
throw
is
successful
or
the
effect
ends
for
it,
the
Languages
Common,
Draconic
creature
is
immune
to
the
dragon’s
Frightful
Presence
Challenge
6
(2,300
XP)
for
the
next
24
hours.
Actions
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
of
the
following
breath
weapons.
Multiattack.
The
dragon
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Fire
Breath.
The
dragon
exhales
fire
in
an
60-‐foot
line
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
that
is
5
feet
wide.
Each
creature
in
that
line
must
target.
Hit:
15
(2d10
+
4)
piercing
damage.
make
a
DC
18
Dexterity
saving
throw,
taking
45
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
(13d6)
fire
damage
on
a
failed
save,
or
half
as
much
target.
Hit:
11
(2d6
+
4)
slashing
damage.
damage
on
a
successful
one.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
of
the
following
breath
weapons.
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
60-‐foot
Fire
Breath.
The
dragon
exhales
fire
in
a
40-‐foot
line
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
18
Constitution
saving
throw
or
fall
unconscious
that
is
5
feet
wide.
Each
creature
in
that
line
must
for
10
minutes.
This
effect
ends
for
a
creature
if
the
make
a
DC
14
Dexterity
saving
throw,
taking
42
creature
takes
damage
or
someone
uses
an
action
to
(12d6)
fire
damage
on
a
failed
save,
or
half
as
much
wake
it.
damage
on
a
successful
one.
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
30-‐foot
Legendary
Actions
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
14
Constitution
saving
throw
or
fall
unconscious
The
dragon
can
take
3
legendary
actions,
choosing
for
5
minutes.
This
effect
ends
for
a
creature
if
the
from
the
options
below.
Only
one
legendary
action
creature
takes
damage
or
someone
uses
an
action
to
option
can
be
used
at
a
time
and
only
at
the
end
of
wake
it.
another
creature’s
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Brass
Dragon
Wyrmling
Detect.
The
dragon
makes
a
Wisdom
(Perception)
check.
Medium
dragon,
chaotic
good
Tail
Attack.
The
dragon
makes
a
tail
attack.
Armor
Class
16
(natural
armor)
Hit
Points
16
(3d8
+
3)
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Speed
30
ft.,
burrow
15
ft.,
fly
60
ft.
wings.
Each
creature
within
10
feet
of
the
dragon
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
STR
DEX
CON
INT
WIS
CHA
take
13
(2d6
+
6)
bludgeoning
damage
and
be
15
(+2)
10
(+0)
13
(+1)
10
(+0)
11
(+0)
13
(+1)
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Saving
Throws
Dex
+2,
Con
+3,
Wis
+2,
Cha
+3
Skills
Perception
+4,
Stealth
+2
Damage
Immunities
fire
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Young
Brass
Dragon
Perception
14
Large
dragon,
chaotic
good
Armor
Class
17
(natural
armor)
Hit
Points
110
(13d10
+
39)
Speed
40
ft.,
burrow
20
ft.,
fly
80
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
292
Languages
Draconic
Actions
Challenge
1
(200
XP)
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Actions
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d10
+
2)
piercing
damage.
Bite.
Melee
Weapon
Attack:
+16
to
hit,
reach
15
ft.,
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
one
target.
Hit:
20
(2d10
+
9)
piercing
damage.
of
the
following
breath
weapons.
Fire
Breath.
The
dragon
exhales
fire
in
an
20-‐foot
line
Claw.
Melee
Weapon
Attack:
+16
to
hit,
reach
10
ft.,
one
target.
Hit:
16
(2d6
+
9)
slashing
damage.
that
is
5
feet
wide.
Each
creature
in
that
line
must
make
a
DC
11
Dexterity
saving
throw,
taking
14
(4d6)
Tail.
Melee
Weapon
Attack:
+16
to
hit,
reach
20
ft.,
one
fire
damage
on
a
failed
save,
or
half
as
much
damage
target.
Hit:
18
(2d8
+
9)
bludgeoning
damage.
on
a
successful
one.
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
15-‐foot
Frightful
Presence.
Each
creature
of
the
dragon’s
cone.
Each
creature
in
that
area
must
succeed
on
a
choice
that
is
within
120
feet
of
the
dragon
and
aware
DC
11
Constitution
saving
throw
or
fall
unconscious
of
it
must
succeed
on
a
DC
20
Wisdom
saving
throw
or
for
1
minute.
This
effect
ends
for
a
creature
if
the
become
frightened
for
1
minute.
A
creature
can
repeat
creature
takes
damage
or
someone
uses
an
action
to
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
wake
it.
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragon’s
Frightful
Presence
Bronze Dragon for
the
next
24
hours.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
of
the
following
breath
weapons.
Ancient
Bronze
Dragon
Lightning
Breath.
The
dragon
exhales
lightning
in
a
Gargantuan
dragon,
lawful
good
120-‐foot
line
that
is
10
feet
wide.
Each
creature
in
that
line
must
make
a
DC
23
Dexterity
saving
throw,
Armor
Class
22
(natural
armor)
taking
88
(16d10)
lightning
damage
on
a
failed
save,
Hit
Points
444
(24d20
+
192)
or
half
as
much
damage
on
a
successful
one.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
STR
DEX
CON
INT
WIS
CHA
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
29
(+9)
10
(+0)
27
(+8)
18
(+4)
17
(+3)
21
(+5)
succeed
on
a
DC
23
Strength
saving
throw.
On
a
failed
save,
the
creature
is
pushed
60
feet
away
from
Saving
Throws
Dex
+7,
Con
+15,
Wis
+10,
Cha
+12
the
dragon.
Skills
Insight
+10,
Perception
+17,
Stealth
+7
Damage
Immunities
lightning
Change
Shape.
The
dragon
magically
polymorphs
into
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
a
humanoid
or
beast
that
has
a
challenge
rating
no
higher
than
its
own,
or
back
into
its
true
form.
It
Perception
27
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Languages
Common,
Draconic
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Challenge
22
(41,000
XP)
form
(the
dragon’s
choice).
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Amphibious.
The
dragon
can
breathe
air
and
water.
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Legendary
Resistance,
lair
actions,
and
Intelligence,
saving
throw,
it
can
choose
to
succeed
instead.
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
statistics
and
capabilities
are
otherwise
replaced
by
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Legendary
Actions
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
293
option
can
be
used
at
a
time
and
only
at
the
end
of
of
it
must
succeed
on
a
DC
17
Wisdom
saving
throw
or
another
creature’s
turn.
The
dragon
regains
spent
become
frightened
for
1
minute.
A
creature
can
repeat
legendary
actions
at
the
start
of
its
turn.
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
check.
creature
is
immune
to
the
dragon’s
Frightful
Presence
Tail
Attack.
The
dragon
makes
a
tail
attack.
for
the
next
24
hours.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
wings.
Each
creature
within
15
feet
of
the
dragon
of
the
following
breath
weapons.
must
succeed
on
a
DC
24
Dexterity
saving
throw
or
take
16
(2d6
+
9)
bludgeoning
damage
and
be
Lightning
Breath.
The
dragon
exhales
lightning
in
a
90-‐
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
flying
speed.
must
make
a
DC
19
Dexterity
saving
throw,
taking
66
(12d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Adult
Bronze
Dragon
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
Huge
dragon,
lawful
good
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
19
Strength
saving
throw.
On
a
Armor
Class
19
(natural
armor)
failed
save,
the
creature
is
pushed
60
feet
away
from
Hit
Points
212
(17d12
+
102)
the
dragon.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Change
Shape.
The
dragon
magically
polymorphs
into
STR
DEX
CON
INT
WIS
CHA
a
humanoid
or
beast
that
has
a
challenge
rating
no
25
(+7)
10
(+0)
23
(+6)
16
(+3)
15
(+2)
19
(+4)
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Saving
Throws
Dex
+5,
Con
+11,
Wis
+7,
Cha
+9
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Skills
Insight
+7,
Perception
+12,
Stealth
+5
form
(the
dragon’s
choice).
Damage
Immunities
lightning
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Legendary
Resistance,
lair
actions,
and
Intelligence,
Perception
22
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Languages
Common,
Draconic
statistics
and
capabilities
are
otherwise
replaced
by
Challenge
15
(13,000
XP)
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Amphibious.
The
dragon
can
breathe
air
and
water.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Legendary
Actions
saving
throw,
it
can
choose
to
succeed
instead.
The
dragon
can
take
3
legendary
actions,
choosing
Actions
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
another
creature’s
turn.
The
dragon
regains
spent
It
then
makes
three
attacks:
one
with
its
bite
and
two
legendary
actions
at
the
start
of
its
turn.
with
its
claws.
Bite.
Melee
Weapon
Attack:
+12
to
hit,
reach
10
ft.,
Detect.
The
dragon
makes
a
Wisdom
(Perception)
one
target.
Hit:
18
(2d10
+
7)
piercing
damage.
check.
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(2d6
+
7)
slashing
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Tail.
Melee
Weapon
Attack:
+12
to
hit,
reach
15
ft.,
one
target.
Hit:
16
(2d8
+
7)
bludgeoning
damage.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Frightful
Presence.
Each
creature
of
the
dragon’s
wings.
Each
creature
within
10
feet
of
the
dragon
choice
that
is
within
120
feet
of
the
dragon
and
aware
must
succeed
on
a
DC
20
Dexterity
saving
throw
or
take
14
(2d6
+
7)
bludgeoning
damage
and
be
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
294
Young
Bronze
Dragon
STR
DEX
CON
INT
WIS
CHA
17
(+3)
10
(+0)
15
(+2)
12
(+1)
11
(+0)
15
(+2)
Large
dragon,
lawful
good
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+4
Armor
Class
18
(natural
armor)
Skills
Perception
+4,
Stealth
+2
Hit
Points
142
(15d10
+
60)
Damage
Immunities
lightning
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
STR
DEX
CON
INT
WIS
CHA
Perception
14
21
(+5)
10
(+0)
19
(+4)
14
(+2)
13
(+1)
17
(+3)
Languages
Draconic
Challenge
2
(450
XP)
Saving
Throws
Dex
+3,
Con
+7,
Wis
+4,
Cha
+6
Skills
Insight
+4,
Perception
+7,
Stealth
+3
Amphibious.
The
dragon
can
breathe
air
and
water.
Damage
Immunities
lightning
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Actions
Perception
17
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Languages
Common,
Draconic
target.
Hit:
8
(1d10
+
3)
piercing
damage.
Challenge
8
(3,900
XP)
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
of
the
following
breath
weapons.
Amphibious.
The
dragon
can
breathe
air
and
water.
Lightning
Breath.
The
dragon
exhales
lightning
in
a
40-‐
Actions
foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
must
make
a
DC
12
Dexterity
saving
throw,
taking
16
Multiattack.
The
dragon
makes
three
attacks:
one
with
(3d10)
lightning
damage
on
a
failed
save,
or
half
as
its
bite
and
two
with
its
claws.
much
damage
on
a
successful
one.
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
target.
Hit:
16
(2d10
+
5)
piercing
damage.
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
succeed
on
a
DC
12
Strength
saving
throw.
On
a
target.
Hit:
12
(2d6
+
5)
slashing
damage.
failed
save,
the
creature
is
pushed
30
feet
away
from
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
the
dragon.
of
the
following
breath
weapons.
Lightning
Breath.
The
dragon
exhales
lightning
in
a
60-‐
Copper Dragon
foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
must
make
a
DC
15
Dexterity
saving
throw,
taking
55
(10d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Ancient
Copper
Dragon
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
Gargantuan
dragon,
chaotic
good
succeed
on
a
DC
15
Strength
saving
throw.
On
a
failed
save,
the
creature
is
pushed
40
feet
away
from
Armor
Class
21
(natural
armor)
the
dragon.
Hit
Points
350
(20d20
+
140)
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
Bronze
Dragon
Wyrmling
STR
DEX
CON
INT
WIS
CHA
27
(+8)
12
(+1)
25
(+7)
20
(+5)
17
(+3)
19
(+4)
Medium
dragon,
lawful
good
Saving
Throws
Dex
+8,
Con
+14,
Wis
+10,
Cha
+11
Armor
Class
17
(natural
armor)
Skills
Deception
+11,
Perception
+17,
Stealth
+8
Hit
Points
32
(5d8
+
10)
Damage
Immunities
acid
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
27
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
295
Languages
Common,
Draconic
In
a
new
form,
the
dragon
retains
its
alignment,
hit
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Challenge
21
(33,000
XP)
Legendary
Resistance,
lair
actions,
and
Intelligence,
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
statistics
and
capabilities
are
otherwise
replaced
by
those
of
the
new
form,
except
any
class
features
or
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
legendary
actions
of
that
form.
saving
throw,
it
can
choose
to
succeed
instead.
Legendary
Actions
Actions
The
dragon
can
take
3
legendary
actions,
choosing
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
from
the
options
below.
Only
one
legendary
action
It
then
makes
three
attacks:
one
with
its
bite
and
two
option
can
be
used
at
a
time
and
only
at
the
end
of
with
its
claws.
another
creature’s
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
check.
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
wings.
Each
creature
within
15
feet
of
the
dragon
must
succeed
on
a
DC
23
Dexterity
saving
throw
or
Frightful
Presence.
Each
creature
of
the
dragon’s
take
15
(2d6
+
8)
bludgeoning
damage
and
be
choice
that
is
within
120
feet
of
the
dragon
and
aware
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
flying
speed.
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Adult
Copper
Dragon
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
Huge
dragon,
chaotic
good
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Armor
Class
18
(natural
armor)
of
the
following
breath
weapons.
Hit
Points
184
(16d12
+
80)
Acid
Breath.
The
dragon
exhales
acid
in
an
90-‐foot
line
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
that
is
10
feet
wide.
Each
creature
in
that
line
must
make
a
DC
22
Dexterity
saving
throw,
taking
63
STR
DEX
CON
INT
WIS
CHA
(14d8)
acid
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
23
(+6)
12
(+1)
21
(+5)
18
(+4)
15
(+2)
17
(+3)
Slowing
Breath.
The
dragon
exhales
gas
in
a
90-‐foot
Saving
Throws
Dex
+6,
Con
+10,
Wis
+7,
Cha
+8
cone.
Each
creature
in
that
area
must
succeed
on
a
Skills
Deception
+8,
Perception
+12,
Stealth
+6
DC
22
Constitution
saving
throw.
On
a
failed
save,
Damage
Immunities
acid
the
creature
can’t
use
reactions,
its
speed
is
halved,
and
it
can’t
make
more
than
one
attack
on
its
turn.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
In
addition,
the
creature
can
use
either
an
action
or
a
Perception
22
bonus
action
on
its
turn,
but
not
both.
These
effects
last
for
1
minute.
The
creature
can
repeat
the
saving
Languages
Common,
Draconic
throw
at
the
end
of
each
of
its
turns,
ending
the
Challenge
14
(11,500
XP)
effect
on
itself
with
a
successful
save.
Change
Shape.
The
dragon
magically
polymorphs
into
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
a
humanoid
or
beast
that
has
a
challenge
rating
no
saving
throw,
it
can
choose
to
succeed
instead.
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
form
(the
dragon’s
choice).
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
296
Actions
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
wings.
Each
creature
within
10
feet
of
the
dragon
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
It
then
makes
three
attacks:
one
with
its
bite
and
two
take
13
(2d6
+
6)
bludgeoning
damage
and
be
with
its
claws.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
Young
Copper
Dragon
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Large
dragon,
chaotic
good
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
Armor
Class
17
(natural
armor)
Hit
Points
119
(14d10
+
42)
Frightful
Presence.
Each
creature
of
the
dragon’s
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
choice
that
is
within
120
feet
of
the
dragon
and
aware
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
STR
DEX
CON
INT
WIS
CHA
become
frightened
for
1
minute.
A
creature
can
repeat
19
(+4)
12
(+1)
17
(+3)
16
(+3)
13
(+1)
15
(+2)
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
Saving
Throws
Dex
+4,
Con
+6,
Wis
+4,
Cha
+5
throw
is
successful
or
the
effect
ends
for
it,
the
Skills
Deception
+5,
Perception
+7,
Stealth
+4
creature
is
immune
to
the
dragon’s
Frightful
Presence
Damage
Immunities
acid
for
the
next
24
hours.
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Perception
17
of
the
following
breath
weapons.
Languages
Common,
Draconic
Challenge
7
(2,900
XP)
Acid
Breath.
The
dragon
exhales
acid
in
an
60-‐foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
must
Actions
make
a
DC
18
Dexterity
saving
throw,
taking
54
(12d8)
acid
damage
on
a
failed
save,
or
half
as
much
Multiattack.
The
dragon
makes
three
attacks:
one
with
damage
on
a
successful
one.
its
bite
and
two
with
its
claws.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Slowing
Breath.
The
dragon
exhales
gas
in
a
60-‐foot
target.
Hit:
15
(2d10
+
4)
piercing
damage.
cone.
Each
creature
in
that
area
must
succeed
on
a
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
DC
18
Constitution
saving
throw.
On
a
failed
save,
target.
Hit:
11
(2d6
+
4)
slashing
damage.
the
creature
can’t
use
reactions,
its
speed
is
halved,
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
and
it
can’t
make
more
than
one
attack
on
its
turn.
of
the
following
breath
weapons.
In
addition,
the
creature
can
use
either
an
action
or
a
Acid
Breath.
The
dragon
exhales
acid
in
an
40-‐foot
line
bonus
action
on
its
turn,
but
not
both.
These
effects
last
for
1
minute.
The
creature
can
repeat
the
saving
that
is
5
feet
wide.
Each
creature
in
that
line
must
throw
at
the
end
of
each
of
its
turns,
ending
the
make
a
DC
14
Dexterity
saving
throw,
taking
40
(9d8)
effect
on
itself
with
a
successful
save.
acid
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Legendary
Actions
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
check.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
297
Slowing
Breath.
The
dragon
exhales
gas
in
a
30-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
14
Constitution
saving
throw.
On
a
failed
save,
Gold Dragon
the
creature
can’t
use
reactions,
its
speed
is
halved,
and
it
can’t
make
more
than
one
attack
on
its
turn.
In
addition,
the
creature
can
use
either
an
action
or
a
bonus
action
on
its
turn,
but
not
both.
These
effects
Ancient
Gold
Dragon
last
for
1
minute.
The
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
Gargantuan
dragon,
lawful
good
effect
on
itself
with
a
successful
save.
Armor
Class
22
(natural
armor)
Hit
Points
546
(28d20
+
252)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Copper
Dragon
Wyrmling
STR
DEX
CON
INT
WIS
CHA
Medium
dragon,
chaotic
good
30
(+10)
14
(+2)
29
(+9)
18
(+4)
17
(+3)
28
(+9)
Armor
Class
16
(natural
armor)
Saving
Throws
Dex
+9,
Con
+16,
Wis
+10,
Cha
+16
Skills
Insight
+10,
Perception
+17,
Persuasion
+16,
Hit
Points
22
(4d8
+
4)
Stealth
+9
Speed
30
ft.,
climb
30
ft.,
fly
60
ft.
Damage
Immunities
fire
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
STR
DEX
CON
INT
WIS
CHA
Perception
27
15
(+2)
12
(+1)
13
(+1)
14
(+2)
11
(+0)
13
(+1)
Languages
Common,
Draconic
Challenge
24
(62,000
XP)
Saving
Throws
Dex
+3,
Con
+3,
Wis
+2,
Cha
+3
Amphibious.
The
dragon
can
breathe
air
and
water.
Skills
Perception
+4,
Stealth
+3
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
Damage
Immunities
acid
Actions
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Perception
14
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Languages
Draconic
with
its
claws.
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
Challenge
1
(200
XP)
one
target.
Hit:
21
(2d10
+
10)
piercing
damage.
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
Actions
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
target.
Hit:
7
(1d10
+
2)
piercing
damage.
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
of
it
must
succeed
on
a
DC
24
Wisdom
saving
throw
or
of
the
following
breath
weapons.
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Acid
Breath.
The
dragon
exhales
acid
in
an
20-‐foot
line
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
that
is
5
feet
wide.
Each
creature
in
that
line
must
throw
is
successful
or
the
effect
ends
for
it,
the
make
a
DC
11
Dexterity
saving
throw,
taking
18
(4d8)
creature
is
immune
to
the
dragon’s
Frightful
Presence
acid
damage
on
a
failed
save,
or
half
as
much
for
the
next
24
hours.
damage
on
a
successful
one.
Slowing
Breath.
The
dragon
exhales
gas
in
a
15-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
11
Constitution
saving
throw.
On
a
failed
save,
the
creature
can’t
use
reactions,
its
speed
is
halved,
and
it
can’t
make
more
than
one
attack
on
its
turn.
In
addition,
the
creature
can
use
either
an
action
or
a
bonus
action
on
its
turn,
but
not
both.
These
effects
last
for
1
minute.
The
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
with
a
successful
save.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
298
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
of
the
following
breath
weapons.
STR
DEX
CON
INT
WIS
CHA
Fire
Breath.
The
dragon
exhales
fire
in
a
90-‐foot
cone.
27
(+8)
14
(+2)
25
(+7)
16
(+3)
15
(+2)
24
(+7)
Each
creature
in
that
area
must
make
a
DC
24
Dexterity
saving
throw,
taking
71
(13d10)
fire
Saving
Throws
Dex
+8,
Con
+13,
Wis
+8,
Cha
+13
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Skills
Insight
+8,
Perception
+14,
Persuasion
+13,
Stealth
+8
Weakening
Breath.
The
dragon
exhales
gas
in
a
90-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
Damage
Immunities
fire
DC
24
Strength
saving
throw
or
have
disadvantage
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
on
Strength-‐based
attack
rolls,
Strength
checks,
and
Strength
saving
throws
for
1
minute.
A
creature
can
Perception
24
repeat
the
saving
throw
at
the
end
of
each
of
its
Languages
Common,
Draconic
turns,
ending
the
effect
on
itself
on
a
success.
Challenge
17
(18,000
XP)
Change
Shape.
The
dragon
magically
polymorphs
into
a
humanoid
or
beast
that
has
a
challenge
rating
no
higher
than
its
own,
or
back
into
its
true
form.
It
Amphibious.
The
dragon
can
breathe
air
and
water.
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
wearing
or
carrying
is
absorbed
or
borne
by
the
new
saving
throw,
it
can
choose
to
succeed
instead.
form
(the
dragon’s
choice).
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Actions
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Legendary
Resistance,
lair
actions,
and
Intelligence,
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
It
then
makes
three
attacks:
one
with
its
bite
and
two
statistics
and
capabilities
are
otherwise
replaced
by
with
its
claws.
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
Legendary
Actions
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
5
ft.,
The
dragon
can
take
3
legendary
actions,
choosing
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
one
another
creature’s
turn.
The
dragon
regains
spent
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
legendary
actions
at
the
start
of
its
turn.
Frightful
Presence.
Each
creature
of
the
dragon’s
Detect.
The
dragon
makes
a
Wisdom
(Perception)
choice
that
is
within
120
feet
of
the
dragon
and
aware
check.
of
it
must
succeed
on
a
DC
21
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Tail
Attack.
The
dragon
makes
a
tail
attack.
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
throw
is
successful
or
the
effect
ends
for
it,
the
wings.
Each
creature
within
15
feet
of
the
dragon
creature
is
immune
to
the
dragon’s
Frightful
Presence
must
succeed
on
a
DC
25
Dexterity
saving
throw
or
for
the
next
24
hours.
take
17
(2d6
+
10)
bludgeoning
damage
and
be
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
flying
speed.
of
the
following
breath
weapons.
Fire
Breath.
The
dragon
exhales
fire
in
a
60-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
21
Adult
Gold
Dragon
Dexterity
saving
throw,
taking
66
(12d10)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
Huge
dragon,
lawful
good
a
successful
one.
Armor
Class
19
(natural
armor)
Hit
Points
256
(19d12
+
133)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
299
Weakening
Breath.
The
dragon
exhales
gas
in
a
60-‐foot
Saving
Throws
Dex
+6,
Con
+9,
Wis
+5,
Cha
+9
cone.
Each
creature
in
that
area
must
succeed
on
a
Skills
Insight
+5,
Perception
+9,
Persuasion
+9,
Stealth
DC
21
Strength
saving
throw
or
have
disadvantage
on
Strength-‐based
attack
rolls,
Strength
checks,
and
+6
Strength
saving
throws
for
1
minute.
A
creature
can
Damage
Immunities
fire
repeat
the
saving
throw
at
the
end
of
each
of
its
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
turns,
ending
the
effect
on
itself
on
a
success.
Perception
19
Change
Shape.
The
dragon
magically
polymorphs
into
Languages
Common,
Draconic
a
humanoid
or
beast
that
has
a
challenge
rating
no
Challenge
10
(5,900
XP)
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Amphibious.
The
dragon
can
breathe
air
and
water.
wearing
or
carrying
is
absorbed
or
borne
by
the
new
form
(the
dragon’s
choice).
Actions
In
a
new
form,
the
dragon
retains
its
alignment,
hit
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Multiattack.
The
dragon
makes
three
attacks:
one
with
Legendary
Resistance,
lair
actions,
and
Intelligence,
its
bite
and
two
with
its
claws.
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
statistics
and
capabilities
are
otherwise
replaced
by
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
those
of
the
new
form,
except
any
class
features
or
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
legendary
actions
of
that
form.
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Legendary
Actions
of
the
following
breath
weapons.
Fire
Breath.
The
dragon
exhales
fire
in
a
30-‐foot
cone.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Each
creature
in
that
area
must
make
a
DC
17
option
can
be
used
at
a
time
and
only
at
the
end
of
Dexterity
saving
throw,
taking
55
(10d10)
fire
another
creature’s
turn.
The
dragon
regains
spent
damage
on
a
failed
save,
or
half
as
much
damage
on
legendary
actions
at
the
start
of
its
turn.
a
successful
one.
Weakening
Breath.
The
dragon
exhales
gas
in
a
30-‐foot
Detect.
The
dragon
makes
a
Wisdom
(Perception)
cone.
Each
creature
in
that
area
must
succeed
on
a
check.
DC
17
Strength
saving
throw
or
have
disadvantage
on
Strength-‐based
attack
rolls,
Strength
checks,
and
Tail
Attack.
The
dragon
makes
a
tail
attack.
Strength
saving
throws
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
turns,
ending
the
effect
on
itself
on
a
success.
wings.
Each
creature
within
10
feet
of
the
dragon
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
take
15
(2d6
+
8)
bludgeoning
damage
and
be
Gold
Dragon
Wyrmling
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Medium
dragon,
lawful
good
Armor
Class
17
(natural
armor)
Hit
Points
60
(8d8
+
24)
Young
Gold
Dragon
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Large
dragon,
lawful
good
STR
DEX
CON
INT
WIS
CHA
19
(+4)
14
(+2)
17
(+3)
14
(+2)
11
(+0)
16
(+3)
Armor
Class
18
(natural
armor)
Saving
Throws
Dex
+4,
Con
+5,
Wis
+2,
Cha
+5
Hit
Points
178
(17d10
+
85)
Skills
Perception
+4,
Stealth
+4
Damage
Immunities
fire
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
STR
DEX
CON
INT
WIS
CHA
23
(+6)
14
(+2)
21
(+5)
16
(+3)
13
(+1)
20
(+5)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
300