Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Perception
14
saving
throw,
it
can
choose
to
succeed
instead.
Languages
Draconic
Actions
Challenge
3
(700
XP)
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Amphibious.
The
dragon
can
breathe
air
and
water.
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Actions
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
one
target.
Hit:
21
(2d10
+
10)
piercing
damage.
target.
Hit:
9
(1d10
+
4)
piercing
damage.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
of
the
following
breath
weapons.
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
Fire
Breath.
The
dragon
exhales
fire
in
a
15-‐foot
cone.
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
Each
creature
in
that
area
must
make
a
DC
13
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
Dexterity
saving
throw,
taking
22
(4d10)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Frightful
Presence.
Each
creature
of
the
dragon’s
successful
one.
choice
that
is
within
120
feet
of
the
dragon
and
aware
Weakening
Breath.
The
dragon
exhales
gas
in
a
15-‐foot
of
it
must
succeed
on
a
DC
21
Wisdom
saving
throw
or
cone.
Each
creature
in
that
area
must
succeed
on
a
become
frightened
for
1
minute.
A
creature
can
repeat
DC
13
Strength
saving
throw
or
have
disadvantage
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
on
Strength-‐based
attack
rolls,
Strength
checks,
and
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
Strength
saving
throws
for
1
minute.
A
creature
can
throw
is
successful
or
the
effect
ends
for
it,
the
repeat
the
saving
throw
at
the
end
of
each
of
its
creature
is
immune
to
the
dragon’s
Frightful
Presence
turns,
ending
the
effect
on
itself
on
a
success.
for
the
next
24
hours.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Silver Dragon of
the
following
breath
weapons.
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
90-‐
foot
cone.
Each
creature
in
that
area
must
make
a
Ancient
Silver
Dragon
DC
24
Constitution
saving
throw,
taking
67
(15d8)
cold
damage
on
a
failed
save,
or
half
as
much
Gargantuan
dragon,
lawful
good
damage
on
a
successful
one.
Armor
Class
22
(natural
armor)
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Hit
Points
487
(25d20
+
225)
a
90-‐foot
cone.
Each
creature
in
that
area
must
Speed
40
ft.,
fly
80
ft.
succeed
on
a
DC
24
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
A
creature
can
repeat
the
STR
DEX
CON
INT
WIS
CHA
saving
throw
at
the
end
of
each
of
its
turns,
ending
30
(+10)
10
(+0)
29
(+9)
18
(+4)
15
(+2)
23
(+6)
the
effect
on
itself
on
a
success.
Saving
Throws
Dex
+7,
Con
+16,
Wis
+9,
Cha
+13
Change
Shape.
The
dragon
magically
polymorphs
into
Skills
Arcana
+11,
History
+11,
Perception
+16,
Stealth
a
humanoid
or
beast
that
has
a
challenge
rating
no
higher
than
its
own,
or
back
into
its
true
form.
It
+7
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Damage
Immunities
cold
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
form
(the
dragon’s
choice).
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Perception
26
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Languages
Common,
Draconic
Legendary
Resistance,
lair
actions,
and
Intelligence,
Challenge
23
(50,000
XP)
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.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
301
Legendary
Actions
Frightful
Presence.
Each
creature
of
the
dragon’s
choice
that
is
within
120
feet
of
the
dragon
and
aware
The
dragon
can
take
3
legendary
actions,
choosing
of
it
must
succeed
on
a
DC
18
Wisdom
saving
throw
or
from
the
options
below.
Only
one
legendary
action
become
frightened
for
1
minute.
A
creature
can
repeat
option
can
be
used
at
a
time
and
only
at
the
end
of
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
another
creature’s
turn.
The
dragon
regains
spent
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
legendary
actions
at
the
start
of
its
turn.
throw
is
successful
or
the
effect
ends
for
it,
the
Detect.
The
dragon
makes
a
Wisdom
(Perception)
creature
is
immune
to
the
dragon’s
Frightful
Presence
for
the
next
24
hours.
check.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
of
the
following
breath
weapons.
wings.
Each
creature
within
15
feet
of
the
dragon
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
60-‐
must
succeed
on
a
DC
25
Dexterity
saving
throw
or
foot
cone.
Each
creature
in
that
area
must
make
a
take
17
(2d6
+
10)
bludgeoning
damage
and
be
DC
20
Constitution
saving
throw,
taking
58
(13d8)
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
cold
damage
on
a
failed
save,
or
half
as
much
flying
speed.
damage
on
a
successful
one.
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Adult
Silver
Dragon
a
60-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
20
Constitution
saving
throw
or
be
Huge
dragon,
lawful
good
paralyzed
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Armor
Class
19
(natural
armor)
the
effect
on
itself
on
a
success.
Hit
Points
243
(18d12
+
126)
Speed
40
ft.,
fly
80
ft.
Change
Shape.
The
dragon
magically
polymorphs
into
a
humanoid
or
beast
that
has
a
challenge
rating
no
STR
DEX
CON
INT
WIS
CHA
higher
than
its
own,
or
back
into
its
true
form.
It
27
(+8)
10
(+0)
25
(+7)
16
(+3)
13
(+1)
21
(+5)
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Saving
Throws
Dex
+5,
Con
+12,
Wis
+6,
Cha
+10
form
(the
dragon’s
choice).
Skills
Arcana
+8,
History
+8,
Perception
+11,
Stealth
+5
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Damage
Immunities
cold
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Legendary
Resistance,
lair
actions,
and
Intelligence,
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Perception
21
statistics
and
capabilities
are
otherwise
replaced
by
Languages
Common,
Draconic
those
of
the
new
form,
except
any
class
features
or
Challenge
16
(15,000
XP)
legendary
actions
of
that
form.
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:
+13
to
hit,
reach
10
ft.,
Detect.
The
dragon
makes
a
Wisdom
(Perception)
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
check.
Claw.
Melee
Weapon
Attack:
+13
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Tail.
Melee
Weapon
Attack:
+13
to
hit,
reach
15
ft.,
one
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
302
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Silver
Dragon
Wyrmling
wings.
Each
creature
within
10
feet
of
the
dragon
must
succeed
on
a
DC
21
Dexterity
saving
throw
or
Medium
dragon,
lawful
good
take
15
(2d6
+
8)
bludgeoning
damage
and
be
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Armor
Class
17
(natural
armor)
flying
speed.
Hit
Points
45
(6d8
+
18)
Speed
30
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
Young
Silver
Dragon
19
(+4)
10
(+0)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Large
dragon,
lawful
good
Saving
Throws
Dex
+2,
Con
+5,
Wis
+2,
Cha
+4
Skills
Perception
+4,
Stealth
+2
Armor
Class
18
(natural
armor)
Damage
Immunities
cold
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Hit
Points
168
(16d10
+
80)
Speed
40
ft.,
fly
80
ft.
Perception
14
Languages
Draconic
STR
DEX
CON
INT
WIS
CHA
Challenge
2
(450
XP)
23
(+6)
10
(+0)
21
(+5)
14
(+2)
11
(+0)
19
(+4)
Actions
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+8
Skills
Arcana
+6,
History
+6,
Perception
+8,
Stealth
+4
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
9
(1d10
+
4)
piercing
damage.
Damage
Immunities
cold
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
of
the
following
breath
weapons.
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
15-‐
Perception
18
foot
cone.
Each
creature
in
that
area
must
make
a
Languages
Common,
Draconic
DC
13
Constitution
saving
throw,
taking
18
(4d8)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
Challenge
9
(5,000
XP)
a
successful
one.
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Actions
a
15-‐foot
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
13
Constitution
saving
throw
or
be
Multiattack.
The
dragon
makes
three
attacks:
one
with
paralyzed
for
1
minute.
A
creature
can
repeat
the
its
bite
and
two
with
its
claws.
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
Dragon
Turtle
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Gargantuan
dragon,
neutral
Breath
Weapons
(Recharge
5–6).
The
dragon
uses
one
of
the
following
breath
weapons.
Armor
Class
20
(natural
armor)
Hit
Points
341
(22d20
+
110)
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
30-‐ Speed
20
ft.,
swim
40
ft.
foot
cone.
Each
creature
in
that
area
must
make
a
DC
17
Constitution
saving
throw,
taking
54
(12d8)
STR
DEX
CON
INT
WIS
CHA
cold
damage
on
a
failed
save,
or
half
as
much
25
(+7)
10
(+0)
20
(+5)
10
(+0)
12
(+1)
12
(+1)
damage
on
a
successful
one.
Saving
Throws
Dex
+6,
Con
+11,
Wis
+7
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Damage
Resistances
fire
a
30-‐foot
cone.
Each
creature
in
that
area
must
Senses
darkvision
120
ft.,
passive
Perception
11
succeed
on
a
DC
17
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
303
Languages
Aquan,
Draconic
innately
cast
the
following
spells,
requiring
no
material
Challenge
17
(18,000
XP)
components:
At
will:
dancing
lights
1/day
each:
darkness,
faerie
fire
Amphibious.
The
dragon
turtle
can
breathe
air
and
Spider
Climb.
The
drider
can
climb
difficult
surfaces,
water.
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
Actions
Sunlight
Sensitivity.
While
in
sunlight,
the
drider
has
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
Multiattack.
The
dragon
turtle
makes
three
attacks:
(Perception)
checks
that
rely
on
sight.
one
with
its
bite
and
two
with
its
claws.
It
can
make
Web
Walker.
The
drider
ignores
movement
restrictions
one
tail
attack
in
place
of
its
two
claw
attacks.
caused
by
webbing.
Bite.
Melee
Weapon
Attack:
+13
to
hit,
reach
15
ft.,
Actions
one
target.
Hit:
26
(3d12
+
7)
piercing
damage.
Multiattack.
The
drider
makes
three
attacks,
either
Claw.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
with
its
longsword
or
its
longbow.
It
can
replace
one
of
one
target.
Hit:
16
(2d8
+
7)
slashing
damage.
those
attacks
with
a
bite
attack.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Tail.
Melee
Weapon
Attack:
+13
to
hit,
reach
15
ft.,
one
creature.
Hit:
2
(1d4)
piercing
damage
plus
9
(2d8)
target.
Hit:
26
(3d12
+
7)
bludgeoning
damage.
If
the
poison
damage.
target
is
a
creature,
it
must
succeed
on
a
DC
20
Longsword.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Strength
saving
throw
or
be
pushed
up
to
10
feet
away
one
target.
Hit:
7
(1d8
+
3)
slashing
damage,
or
8
(1d10
from
the
dragon
turtle
and
knocked
prone.
+
3)
slashing
damage
if
used
with
two
hands.
Longbow.
Ranged
Weapon
Attack:
+6
to
hit,
range
Steam
Breath
(Recharge
5–6).
The
dragon
turtle
150/600
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
exhales
scalding
steam
in
a
60-‐foot
cone.
Each
creature
damage
plus
4
(1d8)
poison
damage.
in
that
area
must
make
a
DC
18
Constitution
saving
throw,
taking
52
(15d6)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Being
Dryad
underwater
doesn’t
grant
resistance
against
this
damage.
Medium
fey,
neutral
Armor
Class
11
(16
with
barkskin)
Hit
Points
22
(5d8)
Drider
Speed
30
ft.
Large
monstrosity,
chaotic
evil
STR
DEX
CON
INT
WIS
CHA
10
(+0)
12
(+1)
11
(+0)
14
(+2)
15
(+2)
18
(+4)
Armor
Class
19
(natural
armor)
Skills
Perception
+4,
Stealth
+5
Hit
Points
123
(13d10
+
52)
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Elvish,
Sylvan
Speed
30
ft.,
climb
30
ft.
Challenge
1
(200
XP)
STR
DEX
CON
INT
WIS
CHA
Innate
Spellcasting.
The
dryad’s
innate
spellcasting
16
(+3)
16
(+3)
18
(+4)
13
(+1)
14
(+2)
12
(+1)
ability
is
Charisma
(spell
save
DC
14).
The
dryad
can
innately
cast
the
following
spells,
requiring
no
material
Skills
Perception
+5,
Stealth
+9
components:
At
will:
druidcraft
Senses
darkvision
120
ft.,
passive
Perception
15
Languages
Elvish,
Undercommon
Challenge
6
(2,300
XP)
Fey
Ancestry.
The
drider
has
advantage
on
saving
throws
against
being
charmed,
and
magic
can’t
put
the
drider
to
sleep.
Innate
Spellcasting.
The
drider’s
innate
spellcasting
ability
is
Wisdom
(spell
save
DC
13).
The
drider
can
Not
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3/day
each:
entangle,
goodberry
Damage
Resistances
poison
1/day
each:
barkskin,
pass
without
trace,
shillelagh
Senses
darkvision
120
ft.,
passive
Perception
10
Magic
Resistance.
The
dryad
has
advantage
on
saving
Languages
Dwarvish,
Undercommon
throws
against
spells
and
other
magical
effects.
Challenge
1
(200
XP)
Speak
with
Beasts
and
Plants.
The
dryad
can
communicate
with
beasts
and
plants
as
if
they
shared
a
language.
Duergar
Resilience.
The
duergar
has
advantage
on
Tree
Stride.
Once
on
her
turn,
the
dryad
can
use
10
saving
throws
against
poison,
spells,
and
illusions,
as
feet
of
her
movement
to
step
magically
into
one
living
well
as
to
resist
being
charmed
or
paralyzed.
tree
within
her
reach
and
emerge
from
a
second
living
tree
within
60
feet
of
the
first
tree,
appearing
in
an
Sunlight
Sensitivity.
While
in
sunlight,
the
duergar
has
unoccupied
space
within
5
feet
of
the
second
tree.
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
Both
trees
must
be
Large
or
bigger.
(Perception)
checks
that
rely
on
sight.
Actions
Actions
Club.
Melee
Weapon
Attack:
+2
to
hit
(+6
to
hit
with
Enlarge
(Recharges
after
a
Short
or
Long
Rest).
For
1
shillelagh),
reach
5
ft.,
one
target.
Hit:
2
(1d4)
minute,
the
duergar
magically
increases
in
size,
along
bludgeoning
damage,
or
8
(1d8
+
4)
bludgeoning
with
anything
it
is
wearing
or
carrying.
While
enlarged,
damage
with
shillelagh.
the
duergar
is
Large,
doubles
its
damage
dice
on
Strength-‐based
weapon
attacks
(included
in
the
Fey
Charm.
The
dryad
targets
one
humanoid
or
beast
attacks),
and
makes
Strength
checks
and
Strength
that
she
can
see
within
30
feet
of
her.
If
the
target
can
saving
throws
with
advantage.
If
the
duergar
lacks
the
see
the
dryad,
it
must
succeed
on
a
DC
14
Wisdom
room
to
become
Large,
it
attains
the
maximum
size
saving
throw
or
be
magically
charmed.
The
charmed
possible
in
the
space
available.
creature
regards
the
dryad
as
a
trusted
friend
to
be
heeded
and
protected.
Although
the
target
isn’t
under
War
Pick.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
the
dryad’s
control,
it
takes
the
dryad’s
requests
or
one
target.
Hit:
6
(1d8
+
2)
piercing
damage,
or
11
(2d8
actions
in
the
most
favorable
way
it
can.
+
2)
piercing
damage
while
enlarged.
Each
time
the
dryad
or
its
allies
do
anything
harmful
to
the
target,
it
can
repeat
the
saving
throw,
ending
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
the
effect
on
itself
on
a
success.
Otherwise,
the
effect
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
lasts
24
hours
or
until
the
dryad
dies,
is
on
a
different
2)
piercing
damage,
or
9
(2d6
+
2)
piercing
damage
plane
of
existence
from
the
target,
or
ends
the
effect
while
enlarged.
as
a
bonus
action.
If
a
target’s
saving
throw
is
successful,
the
target
is
immune
to
the
dryad’s
Fey
Invisibility
(Recharges
after
a
Short
or
Long
Rest).
The
Charm
for
the
next
24
hours.
duergar
magically
turns
invisible
until
it
attacks,
casts
a
The
dryad
can
have
no
more
than
one
humanoid
and
spell,
or
uses
its
Enlarge,
or
until
its
concentration
is
up
to
three
beasts
charmed
at
a
time.
broken,
up
to
1
hour
(as
if
concentrating
on
a
spell).
Any
equipment
the
duergar
wears
or
carries
is
invisible
with
it.
Duergar
Medium
humanoid
(dwarf),
lawful
evil
Monsters (E)
Armor
Class
16
(scale
mail,
shield)
Hit
Points
26
(4d8
+
8)
Elementals
Speed
25
ft.
Air
Elemental
STR
DEX
CON
INT
WIS
CHA
Large
elemental,
neutral
14
(+2)
11
(+0)
14
(+2)
11
(+0)
10
(+0)
9
(−1)
Armor
Class
15
Hit
Points
90
(12d10
+
24)
Speed
0
ft.,
fly
90
ft.
(hover)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
305
STR
DEX
CON
INT
WIS
CHA
Damage
Immunities
poison
14
(+2)
20
(+5)
14
(+2)
6
(−2)
10
(+0)
6
(−2)
Condition
Immunities
exhaustion,
paralyzed,
petrified,
Damage
Resistances
lightning,
thunder;
bludgeoning,
poisoned,
unconscious
piercing,
and
slashing
from
nonmagical
attacks
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
Damage
Immunities
poison
Perception
10
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Languages
Terran
Challenge
5
(1,800
XP)
petrified,
poisoned,
prone,
restrained,
unconscious
Senses
darkvision
60
ft.,
passive
Perception
10
Earth
Glide.
The
elemental
can
burrow
through
Languages
Auran
nonmagical,
unworked
earth
and
stone.
While
doing
so,
Challenge
5
(1,800
XP)
the
elemental
doesn’t
disturb
the
material
it
moves
through.
Air
Form.
The
elemental
can
enter
a
hostile
creature’s
Siege
Monster.
The
elemental
deals
double
damage
to
space
and
stop
there.
It
can
move
through
a
space
as
objects
and
structures.
narrow
as
1
inch
wide
without
squeezing.
Actions
Actions
Multiattack.
The
elemental
makes
two
slam
attacks.
Multiattack.
The
elemental
makes
two
slam
attacks.
Slam.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
Slam.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
one
target.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
target.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
Whirlwind
(Recharge
4–6).
Each
creature
in
the
elemental’s
space
must
make
a
DC
13
Strength
saving
Fire
Elemental
throw.
On
a
failure,
a
target
takes
15
(3d8
+
2)
bludgeoning
damage
and
is
flung
up
20
feet
away
from
Large
elemental,
neutral
the
elemental
in
a
random
direction
and
knocked
prone.
If
a
thrown
target
strikes
an
object,
such
as
a
Armor
Class
13
wall
or
floor,
the
target
takes
3
(1d6)
bludgeoning
Hit
Points
102
(12d10
+
36)
damage
for
every
10
feet
it
was
thrown.
If
the
target
is
Speed
50
ft.
thrown
at
another
creature,
that
creature
must
succeed
on
a
DC
13
Dexterity
saving
throw
or
take
the
STR
DEX
CON
INT
WIS
CHA
same
damage
and
be
knocked
prone.
10
(+0)
17
(+3)
16
(+3)
6
(−2)
10
(+0)
7
(−2)
If
the
saving
throw
is
successful,
the
target
takes
half
the
bludgeoning
damage
and
isn’t
flung
away
or
Damage
Resistances
bludgeoning,
piercing,
and
knocked
prone.
slashing
from
nonmagical
attacks
Damage
Immunities
fire,
poison
Earth
Elemental
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Large
elemental,
neutral
petrified,
poisoned,
prone,
restrained,
unconscious
Senses
darkvision
60
ft.,
passive
Perception
10
Armor
Class
17
(natural
armor)
Languages
Ignan
Hit
Points
126
(12d10
+
60)
Challenge
5
(1,800
XP)
Speed
30
ft.,
burrow
30
ft.
Fire
Form.
The
elemental
can
move
through
a
space
as
STR
DEX
CON
INT
WIS
CHA
narrow
as
1
inch
wide
without
squeezing.
A
creature
20
(+5)
8
(−1)
20
(+5)
5
(−3)
10
(+0)
5
(−3)
that
touches
the
elemental
or
hits
it
with
a
melee
attack
while
within
5
feet
of
it
takes
5
(1d10)
fire
Damage
Vulnerabilities
thunder
damage.
In
addition,
the
elemental
can
enter
a
hostile
Damage
Resistances
bludgeoning,
piercing,
and
creature’s
space
and
stop
there.
The
first
time
it
enters
a
creature’s
space
on
a
turn,
that
creature
takes
5
slashing
from
nonmagical
attacks
(1d10)
fire
damage
and
catches
fire;
until
someone
Not
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5.1
306
takes
an
action
to
douse
the
fire,
the
creature
takes
5
Whelm
(Recharge
4–6).
Each
creature
in
the
(1d10)
fire
damage
at
the
start
of
each
of
its
turns.
elemental’s
space
must
make
a
DC
15
Strength
saving
Illumination.
The
elemental
sheds
bright
light
in
a
30-‐ throw.
On
a
failure,
a
target
takes
13
(2d8
+
4)
foot
radius
and
dim
light
in
an
additional
30
feet.
bludgeoning
damage.
If
it
is
Large
or
smaller,
it
is
also
Water
Susceptibility.
For
every
5
feet
the
elemental
grappled
(escape
DC
14).
Until
this
grapple
ends,
the
moves
in
water,
or
for
every
gallon
of
water
splashed
target
is
restrained
and
unable
to
breathe
unless
it
can
on
it,
it
takes
1
cold
damage.
breathe
water.
If
the
saving
throw
is
successful,
the
target
is
pushed
out
of
the
elemental’s
space.
Actions
The
elemental
can
grapple
one
Large
creature
or
up
to
two
Medium
or
smaller
creatures
at
one
time.
At
the
Multiattack.
The
elemental
makes
two
touch
attacks.
start
of
each
of
the
elemental’s
turns,
each
target
Touch.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
grappled
by
it
takes
13
(2d8
+
4)
bludgeoning
damage.
target.
Hit:
10
(2d6
+
3)
fire
damage.
If
the
target
is
a
A
creature
within
5
feet
of
the
elemental
can
pull
a
creature
or
a
flammable
object,
it
ignites.
Until
a
creature
or
object
out
of
it
by
taking
an
action
to
make
creature
takes
an
action
to
douse
the
fire,
the
target
a
DC
14
Strength
and
succeeding.
takes
5
(1d10)
fire
damage
at
the
start
of
each
of
its
turns.
Elf,
Drow
Water
Elemental
Medium
humanoid
(elf),
neutral
evil
Large
elemental,
neutral
Armor
Class
15
(chain
shirt)
Armor
Class
14
(natural
armor)
Hit
Points
114
(12d10
+
48)
Hit
Points
13
(3d8)
Speed
30
ft.,
swim
90
ft.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
18
(+4)
5
(−3)
10
(+0)
8
(−1)
STR
DEX
CON
INT
WIS
CHA
Damage
Resistances
acid;
bludgeoning,
piercing,
and
10
(+0)
14
(+2)
10
(+0)
11
(+0)
11
(+0)
12
(+1)
slashing
from
nonmagical
attacks
Skills
Perception
+2,
Stealth
+4
Damage
Immunities
poison
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Senses
darkvision
120
ft.,
passive
Perception
12
petrified,
poisoned,
prone,
restrained,
unconscious
Languages
Elvish,
Undercommon
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Aquan
Challenge
1/4
(50
XP)
Challenge
5
(1,800
XP)
Water
Form.
The
elemental
can
enter
a
hostile
creature’s
space
and
stop
there.
It
can
move
through
a
Fey
Ancestry.
The
drow
has
advantage
on
saving
space
as
narrow
as
1
inch
wide
without
squeezing.
throws
against
being
charmed,
and
magic
can’t
put
the
Freeze.
If
the
elemental
takes
cold
damage,
it
partially
drow
to
sleep.
freezes;
its
speed
is
reduced
by
20
feet
until
the
end
of
its
next
turn.
Innate
Spellcasting.
The
drow’s
spellcasting
ability
is
Charisma
(spell
save
DC
11).
It
can
innately
cast
the
Actions
following
spells,
requiring
no
material
components:
Multiattack.
The
elemental
makes
two
slam
attacks.
At
will:
dancing
lights
Slam.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
1/day
each:
darkness,
faerie
fire
Sunlight
Sensitivity.
While
in
sunlight,
the
drow
has
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
(Perception)
checks
that
rely
on
sight.
Actions
Shortsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Hand
Crossbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
Not
for
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print
or
photocopy
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document
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use
only.
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Reference
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5.1
307
damage,
and
the
target
must
succeed
on
a
DC
13
also
ends
if
the
webbing
is
destroyed.
The
webbing
has
Constitution
saving
throw
or
be
poisoned
for
1
hour.
If
AC
10,
5
hit
points,
vulnerability
to
fire
damage,
and
the
saving
throw
fails
by
5
or
more,
the
target
is
also
immunity
to
bludgeoning,
poison,
and
psychic
damage.
unconscious
while
poisoned
in
this
way.
The
target
wakes
up
if
it
takes
damage
or
if
another
creature
takes
an
action
to
shake
it
awake.
Ettin
Large
giant,
chaotic
evil
Ettercap
Armor
Class
12
(natural
armor)
Hit
Points
85
(10d10
+
30)
Medium
monstrosity,
neutral
evil
Speed
40
ft.
Armor
Class
13
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
21
(+5)
8
(−1)
17
(+3)
6
(−2)
10
(+0)
8
(−1)
Hit
Points
44
(8d8
+
8)
Skills
Perception
+4
Speed
30
ft.,
climb
30
ft.
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Giant,
Orc
STR
DEX
CON
INT
WIS
CHA
Challenge
4
(1,100
XP)
14
(+2)
15
(+2)
13
(+1)
7
(−2)
12
(+1)
8
(−1)
Two
Heads.
The
ettin
has
advantage
on
Wisdom
(Perception)
checks
and
on
saving
throws
against
being
Skills
Perception
+3,
Stealth
+4,
Survival
+3
blinded,
charmed,
deafened,
frightened,
stunned,
and
knocked
unconscious.
Senses
darkvision
60
ft.,
passive
Perception
13
Wakeful.
When
one
of
the
ettin’s
heads
is
asleep,
its
other
head
is
awake.
Languages
—
Actions
Challenge
2
(450
XP)
Multiattack.
The
ettin
makes
two
attacks:
one
with
its
battleaxe
and
one
with
its
morningstar.
Battleaxe.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
Spider
Climb.
The
ettercap
can
climb
difficult
surfaces,
one
target.
Hit:
14
(2d8
+
5)
slashing
damage.
including
upside
down
on
ceilings,
without
needing
to
Morningstar.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
make
an
ability
check.
ft.,
one
target.
Hit:
14
(2d8
+
5)
piercing
damage.
Web
Sense.
While
in
contact
with
a
web,
the
ettercap
knows
the
exact
location
of
any
other
creature
in
contact
with
the
same
web.
Web
Walker.
The
ettercap
ignores
movement
restrictions
caused
by
webbing.
Actions
Multiattack.
The
ettercap
makes
two
attacks:
one
with
its
bite
and
one
with
its
claws.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
6
(1d8
+
2)
piercing
damage
plus
4
(1d8)
poison
damage.
The
target
must
succeed
on
a
DC
11
Constitution
saving
throw
or
be
poisoned
for
1
minute.
The
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(2d4
+
2)
slashing
damage.
Web
(Recharge
5–6).
Ranged
Weapon
Attack:
+4
to
hit,
range
30/60
ft.,
one
Large
or
smaller
creature.
Hit:
The
creature
is
restrained
by
webbing.
As
an
action,
the
restrained
creature
can
make
a
DC
11
Strength
check,
escaping
from
the
webbing
on
a
success.
The
effect
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
308
Monsters (F) False
Appearance.
While
the
violet
fungus
remains
motionless,
it
is
indistinguishable
from
an
ordinary
fungus.
Fungi Actions
Shrieker
Multiattack.
The
fungus
makes
1d4
Rotting
Touch
attacks.
Medium
plant,
unaligned
Rotting
Touch.
Melee
Weapon
Attack:
+2
to
hit,
reach
10
ft.,
one
creature.
Hit:
4
(1d8)
necrotic
damage.
Armor
Class
5
Hit
Points
13
(3d8)
Speed
0
ft.
Monsters (G)
STR
DEX
CON
INT
WIS
CHA
1
(−5)
1
(−5)
10
(+0)
1
(−5)
3
(−4)
1
(−5)
Gargoyle
Condition
Immunities
blinded,
deafened,
frightened
Senses
blindsight
30
ft.
(blind
beyond
this
radius),
Medium
elemental,
chaotic
evil
passive
Perception
6
Armor
Class
15
(natural
armor)
Languages
—
Hit
Points
52
(7d8
+
21)
Challenge
0
(10
XP)
Speed
30
ft.,
fly
60
ft.
False
Appearance.
While
the
shrieker
remains
STR
DEX
CON
INT
WIS
CHA
motionless,
it
is
indistinguishable
from
an
ordinary
15
(+2)
11
(+0)
16
(+3)
6
(−2)
11
(+0)
7
(−2)
fungus.
Damage
Resistances
bludgeoning,
piercing,
and
Reactions
slashing
from
nonmagical
attacks
that
aren’t
adamantine
Shriek.
When
bright
light
or
a
creature
is
within
30
feet
of
the
shrieker,
it
emits
a
shriek
audible
within
300
feet
Damage
Immunities
poison
of
it.
The
shrieker
continues
to
shriek
until
the
Condition
Immunities
exhaustion,
petrified,
poisoned
disturbance
moves
out
of
range
and
for
1d4
of
the
Senses
darkvision
60
ft.,
passive
Perception
10
shrieker’s
turns
afterward.
Languages
Terran
Challenge
2
(450
XP)
Violet
Fungus
False
Appearance.
While
the
gargoyle
remains
motionless,
it
is
indistinguishable
from
an
inanimate
Medium
plant,
unaligned
statue.
Armor
Class
5
Actions
Hit
Points
18
(4d8)
Speed
5
ft.
Multiattack.
The
gargoyle
makes
two
attacks:
one
with
its
bite
and
one
with
its
claws.
STR
DEX
CON
INT
WIS
CHA
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
3
(−4)
1
(−5)
10
(+0)
1
(−5)
3
(−4)
1
(−5)
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Condition
Immunities
blinded,
deafened,
frightened
target.
Hit:
5
(1d6
+
2)
slashing
damage.
Senses
blindsight
30
ft.
(blind
beyond
this
radius),
passive
Perception
6
Languages
—
Challenge
1/4
(50
XP)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
309
Genies
A
creature
can
use
its
action
to
free
a
creature
restrained
by
the
whirlwind,
including
itself,
by
Djinni
succeeding
on
a
DC
18
Strength
check.
If
the
check
succeeds,
the
creature
is
no
longer
restrained
and
Large
elemental,
chaotic
good
moves
to
the
nearest
space
outside
the
whirlwind.
Armor
Class
17
(natural
armor)
Hit
Points
161
(14d10
+
84)
Efreeti
Speed
30
ft.,
fly
90
ft.
Large
elemental,
lawful
evil
STR
DEX
CON
INT
WIS
CHA
21
(+5)
15
(+2)
22
(+6)
15
(+2)
16
(+3)
20
(+5)
Armor
Class
17
(natural
armor)
Hit
Points
200
(16d10
+
112)
Saving
Throws
Dex
+6,
Wis
+7,
Cha
+9
Speed
40
ft.,
fly
60
ft.
Damage
Immunities
lightning,
thunder
Senses
darkvision
120
ft.,
passive
Perception
13
STR
DEX
CON
INT
WIS
CHA
Languages
Auran
22
(+6)
12
(+1)
24
(+7)
16
(+3)
15
(+2)
16
(+3)
Challenge
11
(7,200
XP)
Saving
Throws
Int
+7,
Wis
+6,
Cha
+7
Elemental
Demise.
If
the
djinni
dies,
its
body
Damage
Immunities
fire
disintegrates
into
a
warm
breeze,
leaving
behind
only
Senses
darkvision
120
ft.,
passive
Perception
12
equipment
the
djinni
was
wearing
or
carrying.
Languages
Ignan
Innate
Spellcasting.
The
djinni’s
innate
spellcasting
Challenge
11
(7,200
XP)
ability
is
Charisma
(spell
save
DC
17,
+9
to
hit
with
spell
attacks).
It
can
innately
cast
the
following
spells,
Elemental
Demise.
If
the
efreeti
dies,
its
body
requiring
no
material
components:
disintegrates
in
a
flash
of
fire
and
puff
of
smoke,
At
will:
detect
evil
and
good,
detect
magic,
leaving
behind
only
equipment
the
efreeti
was
wearing
or
carrying.
thunderwave
Innate
Spellcasting.
The
efreeti’s
innate
spellcasting
3/day
each:
create
food
and
water
(can
create
wine
ability
is
Charisma
(spell
save
DC
15,
+7
to
hit
with
spell
attacks).
It
can
innately
cast
the
following
spells,
instead
of
water),
tongues,
wind
walk
requiring
no
material
components:
1/day
each:
conjure
elemental
(air
elemental
only),
At
will:
detect
magic
3/day:
enlarge/reduce,
tongues
creation,
gaseous
form,
invisibility,
major
image,
1/day
each:
conjure
elemental
(fire
elemental
only),
plane
shift
gaseous
form,
invisibility,
major
image,
plane
shift,
Actions
wall
of
fire
Multiattack.
The
djinni
makes
three
scimitar
attacks.
Actions
Scimitar.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d6
+
5)
slashing
damage
plus
3
Multiattack.
The
efreeti
makes
two
scimitar
attacks
or
(1d6)
lightning
or
thunder
damage
(djinni’s
choice).
uses
its
Hurl
Flame
twice.
Create
Whirlwind.
A
5-‐foot-‐radius,
30-‐foot-‐tall
cylinder
Scimitar.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
of
swirling
air
magically
forms
on
a
point
the
djinni
can
one
target.
Hit:
13
(2d6
+
6)
slashing
damage
plus
7
see
within
120
feet
of
it.
The
whirlwind
lasts
as
long
as
(2d6)
fire
damage.
the
djinni
maintains
concentration
(as
if
concentrating
Hurl
Flame.
Ranged
Spell
Attack:
+7
to
hit,
range
120
on
a
spell).
Any
creature
but
the
djinni
that
enters
the
ft.,
one
target.
Hit:
17
(5d6)
fire
damage.
whirlwind
must
succeed
on
a
DC
18
Strength
saving
throw
or
be
restrained
by
it.
The
djinni
can
move
the
whirlwind
up
to
60
feet
as
an
action,
and
creatures
restrained
by
the
whirlwind
move
with
it.
The
whirlwind
ends
if
the
djinni
loses
sight
of
it.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
310
Ghost
with
a
greater
restoration
spell,
but
only
within
24
hours
of
it
occurring.
Medium
undead,
any
alignment
Possession
(Recharge
6).
One
humanoid
that
the
ghost
Armor
Class
11
can
see
within
5
feet
of
it
must
succeed
on
a
DC
13
Charisma
saving
throw
or
be
possessed
by
the
ghost;
Hit
Points
45
(10d8)
the
ghost
then
disappears,
and
the
target
is
incapacitated
and
loses
control
of
its
body.
The
ghost
Speed
0
ft.,
fly
40
ft.
(hover)
now
controls
the
body
but
doesn’t
deprive
the
target
of
awareness.
The
ghost
can’t
be
targeted
by
any
STR
DEX
CON
INT
WIS
CHA
attack,
spell,
or
other
effect,
except
ones
that
turn
undead,
and
it
retains
its
alignment,
Intelligence,
7
(−2)
13
(+1)
10
(+0)
10
(+0)
12
(+1)
17
(+3)
Wisdom,
Charisma,
and
immunity
to
being
charmed
and
frightened.
It
otherwise
uses
the
possessed
Damage
Resistances
acid,
fire,
lightning,
thunder;
target’s
statistics,
but
doesn’t
gain
access
to
the
bludgeoning,
piercing,
and
slashing
from
nonmagical
target’s
knowledge,
class
features,
or
proficiencies.
attacks
The
possession
lasts
until
the
body
drops
to
0
hit
points,
the
ghost
ends
it
as
a
bonus
action,
or
the
ghost
Damage
Immunities
cold,
necrotic,
poison
is
turned
or
forced
out
by
an
effect
like
the
dispel
evil
and
good
spell.
When
the
possession
ends,
the
ghost
Condition
Immunities
charmed,
exhaustion,
frightened,
reappears
in
an
unoccupied
space
within
5
feet
of
the
grappled,
paralyzed,
petrified,
poisoned,
prone,
body.
The
target
is
immune
to
this
ghost’s
Possession
restrained
for
24
hours
after
succeeding
on
the
saving
throw
or
after
the
possession
ends.
Senses
darkvision
60
ft.,
passive
Perception
11
Languages
any
languages
it
knew
in
life
Ghouls
Challenge
4
(1,100
XP)
Ghast
Medium
undead,
chaotic
evil
Ethereal
Sight.
The
ghost
can
see
60
feet
into
the
Ethereal
Plane
when
it
is
on
the
Material
Plane,
and
Armor
Class
13
vice
versa.
Hit
Points
36
(8d8)
Incorporeal
Movement.
The
ghost
can
move
through
other
creatures
and
objects
as
if
they
were
difficult
Speed
30
ft.
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
inside
an
object.
STR
DEX
CON
INT
WIS
CHA
Actions
16
(+3)
17
(+3)
10
(+0)
11
(+0)
10
(+0)
8
(−1)
Withering
Touch.
Melee
Weapon
Attack:
+5
to
hit,
Damage
Resistances
necrotic
reach
5
ft.,
one
target.
Hit:
17
(4d6
+
3)
necrotic
damage.
Damage
Immunities
poison
Etherealness.
The
ghost
enters
the
Ethereal
Plane
from
Condition
Immunities
charmed,
exhaustion,
poisoned
the
Material
Plane,
or
vice
versa.
It
is
visible
on
the
Material
Plane
while
it
is
in
the
Border
Ethereal,
and
Senses
darkvision
60
ft.,
passive
Perception
10
vice
versa,
yet
it
can’t
affect
or
be
affected
by
anything
on
the
other
plane.
Languages
Common
Horrifying
Visage.
Each
non-‐undead
creature
within
60
Challenge
2
(450
XP)
feet
of
the
ghost
that
can
see
it
must
succeed
on
a
DC
13
Wisdom
saving
throw
or
be
frightened
for
1
minute.
If
the
save
fails
by
5
or
more,
the
target
also
ages
1d4
×
10
years.
A
frightened
target
can
repeat
the
saving
Stench.
Any
creature
that
starts
its
turn
within
5
feet
of
throw
at
the
end
of
each
of
its
turns,
ending
the
the
ghast
must
succeed
on
a
DC
10
Constitution
saving
frightened
condition
on
itself
on
a
success.
If
a
target’s
throw
or
be
poisoned
until
the
start
of
its
next
turn.
On
saving
throw
is
successful
or
the
effect
ends
for
it,
the
a
successful
saving
throw,
the
creature
is
immune
to
target
is
immune
to
this
ghost’s
Horrifying
Visage
for
the
ghast’s
Stench
for
24
hours.
the
next
24
hours.
The
aging
effect
can
be
reversed
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
311
Turning
Defiance.
The
ghast
and
any
ghouls
within
30
Speed
40
ft.
feet
of
it
have
advantage
on
saving
throws
against
effects
that
turn
undead.
STR
DEX
CON
INT
WIS
CHA
27
(+8)
10
(+0)
22
(+6)
12
(+1)
16
(+3)
16
(+3)
Actions
Saving
Throws
Con
+10,
Wis
+7,
Cha
+7
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Skills
Insight
+7,
Perception
+7
creature.
Hit:
12
(2d8
+
3)
piercing
damage.
Senses
passive
Perception
17
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Languages
Common,
Giant
target.
Hit:
10
(2d6
+
3)
slashing
damage.
If
the
target
is
Challenge
9
(5,000
XP)
a
creature
other
than
an
undead,
it
must
succeed
on
a
DC
10
Constitution
saving
throw
or
be
paralyzed
for
1
Keen
Smell.
The
giant
has
advantage
on
Wisdom
minute.
The
target
can
repeat
the
saving
throw
at
the
(Perception)
checks
that
rely
on
smell.
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
Innate
Spellcasting.
The
giant’s
innate
spellcasting
success.
ability
is
Charisma.
It
can
innately
cast
the
following
spells,
requiring
no
material
components:
At
will:
detect
magic,
fog
cloud,
light
Ghoul
3/day
each:
feather
fall,
fly,
misty
step,
telekinesis
1/day
each:
control
weather,
gaseous
form
Medium
undead,
chaotic
evil
Actions
Armor
Class
12
Multiattack.
The
giant
makes
two
morningstar
attacks.
Hit
Points
22
(5d8)
Morningstar.
Melee
Weapon
Attack:
+12
to
hit,
reach
Speed
30
ft.
10
ft.,
one
target.
Hit:
21
(3d8
+
8)
piercing
damage.
Rock.
Ranged
Weapon
Attack:
+12
to
hit,
range
60/240
STR
DEX
CON
INT
WIS
CHA
ft.,
one
target.
Hit:
30
(4d10
+
8)
bludgeoning
damage.
13
(+1)
15
(+2)
10
(+0)
7
(−2)
10
(+0)
6
(−2)
Damage
Immunities
poison
Fire
Giant
Condition
Immunities
charmed,
exhaustion,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
10
Huge
giant,
lawful
evil
Languages
Common
Challenge
1
(200
XP)
Armor
Class
18
(plate)
Hit
Points
162
(13d12
+
78)
Actions
Speed
30
ft.
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
creature.
Hit:
9
(2d6
+
2)
piercing
damage.
25
(+7)
9
(−1)
23
(+6)
10
(+0)
14
(+2)
13
(+1)
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(2d4
+
2)
slashing
damage.
If
the
target
is
Saving
Throws
Dex
+3,
Con
+10,
Cha
+5
a
creature
other
than
an
elf
or
undead,
it
must
succeed
Skills
Athletics
+11,
Perception
+6
on
a
DC
10
Constitution
saving
throw
or
be
paralyzed
Damage
Immunities
fire
for
1
minute.
The
target
can
repeat
the
saving
throw
at
Senses
passive
Perception
16
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
Languages
Giant
on
a
success.
Challenge
9
(5,000
XP)
Actions
Giants Multiattack.
The
giant
makes
two
greatsword
attacks.
Cloud
Giant
Huge
giant,
neutral
good
(50%)
or
neutral
evil
(50%)
Armor
Class
14
(natural
armor)
Hit
Points
200
(16d12
+
96)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
312
Greatsword.
Melee
Weapon
Attack:
+11
to
hit,
reach
Greatclub.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
10
ft.,
one
target.
Hit:
28
(6d6
+
7)
slashing
damage.
ft.,
one
target.
Hit:
18
(3d8
+
5)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+11
to
hit,
range
60/240
Rock.
Ranged
Weapon
Attack:
+8
to
hit,
range
60/240
ft.,
one
target.
Hit:
29
(4d10
+
7)
bludgeoning
damage.
ft.,
one
target.
Hit:
21
(3d10
+
5)
bludgeoning
damage.
Frost
Giant
Stone
Giant
Huge
giant,
neutral
evil
Huge
giant,
neutral
Armor
Class
15
(patchwork
armor)
Armor
Class
17
(natural
armor)
Hit
Points
138
(12d12
+
60)
Hit
Points
126
(11d12
+
55)
Speed
40
ft.
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
23
(+6)
9
(−1)
21
(+5)
9
(−1)
10
(+0)
12
(+1)
23
(+6)
15
(+2)
20
(+5)
10
(+0)
12
(+1)
9
(−1)
Saving
Throws
Con
+8,
Wis
+3,
Cha
+4
Saving
Throws
Dex
+5,
Con
+8,
Wis
+4
Skills
Athletics
+9,
Perception
+3
Skills
Athletics
+12,
Perception
+4
Damage
Immunities
cold
Senses
darkvision
60
ft.,
passive
Perception
14
Senses
passive
Perception
13
Languages
Giant
Languages
Giant
Challenge
7
(2,900
XP)
Challenge
8
(3,900
XP)
Stone
Camouflage.
The
giant
has
advantage
on
Actions
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Multiattack.
The
giant
makes
two
greataxe
attacks.
Greataxe.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
Actions
one
target.
Hit:
25
(3d12
+
6)
slashing
damage.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
60/240
Multiattack.
The
giant
makes
two
greatclub
attacks.
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
Greatclub.
Melee
Weapon
Attack:
+9
to
hit,
reach
15
ft.,
one
target.
Hit:
19
(3d8
+
6)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
60/240
Hill
Giant
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
17
Huge
giant,
chaotic
evil
Strength
saving
throw
or
be
knocked
prone.
Armor
Class
13
(natural
armor)
Reactions
Hit
Points
105
(10d12
+
40)
Speed
40
ft.
Rock
Catching.
If
a
rock
or
similar
object
is
hurled
at
the
giant,
the
giant
can,
with
a
successful
DC
10
STR
DEX
CON
INT
WIS
CHA
Dexterity
saving
throw,
catch
the
missile
and
take
no
21
(+5)
8
(−1)
19
(+4)
5
(−3)
9
(−1)
6
(−2)
bludgeoning
damage
from
it.
Skills
Perception
+2
Senses
passive
Perception
12
Storm
Giant
Languages
Giant
Challenge
5
(1,800
XP)
Huge
giant,
chaotic
good
Actions
Armor
Class
16
(scale
mail)
Multiattack.
The
giant
makes
two
greatclub
attacks.
Hit
Points
230
(20d12
+
100)
Speed
50
ft.,
swim
50
ft.
STR
DEX
CON
INT
WIS
CHA
29
(+9)
14
(+2)
20
(+5)
16
(+3)
18
(+4)
18
(+4)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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Reference
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5.1
313
Saving
Throws
Str
+14,
Con
+10,
Wis
+9,
Cha
+9
Aberrant
Ground.
The
ground
in
a
10-‐foot
radius
Skills
Arcana
+8,
Athletics
+14,
History
+8,
Perception
around
the
mouther
is
doughlike
difficult
terrain.
Each
creature
that
starts
its
turn
in
that
area
must
succeed
+9
on
a
DC
10
Strength
saving
throw
or
have
its
speed
Damage
Resistances
cold
reduced
to
0
until
the
start
of
its
next
turn.
Damage
Immunities
lightning,
thunder
Senses
passive
Perception
19
Gibbering.
The
mouther
babbles
incoherently
while
it
Languages
Common,
Giant
can
see
any
creature
and
isn’t
incapacitated.
Each
Challenge
13
(10,000
XP)
creature
that
starts
its
turn
within
20
feet
of
the
mouther
and
can
hear
the
gibbering
must
succeed
on
a
Amphibious.
The
giant
can
breathe
air
and
water.
DC
10
Wisdom
saving
throw.
On
a
failure,
the
creature
Innate
Spellcasting.
The
giant’s
innate
spellcasting
can’t
take
reactions
until
the
start
of
its
next
turn
and
ability
is
Charisma
(spell
save
DC
17).
It
can
innately
rolls
a
d8
to
determine
what
it
does
during
its
turn.
On
cast
the
following
spells,
requiring
no
material
a
1
to
4,
the
creature
does
nothing.
On
a
5
or
6,
the
components:
creature
takes
no
action
or
bonus
action
and
uses
all
its
At
will:
detect
magic,
feather
fall,
levitate,
light
movement
to
move
in
a
randomly
determined
3/day
each:
control
weather,
water
breathing
direction.
On
a
7
or
8,
the
creature
makes
a
melee
attack
against
a
randomly
determined
creature
within
Actions
its
reach
or
does
nothing
if
it
can’t
make
such
an
attack.
Multiattack.
The
giant
makes
two
greatsword
attacks.
Actions
Greatsword.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
target.
Hit:
30
(6d6
+
9)
slashing
damage.
Multiattack.
The
gibbering
mouther
makes
one
bite
Rock.
Ranged
Weapon
Attack:
+14
to
hit,
range
60/240
attack
and,
if
it
can,
uses
its
Blinding
Spittle.
ft.,
one
target.
Hit:
35
(4d12
+
9)
bludgeoning
damage.
Lightning
Strike
(Recharge
5–6).
The
giant
hurls
a
Bites.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
magical
lightning
bolt
at
a
point
it
can
see
within
500
creature.
Hit:
17
(5d6)
piercing
damage.
If
the
target
is
feet
of
it.
Each
creature
within
10
feet
of
that
point
Medium
or
smaller,
it
must
succeed
on
a
DC
10
must
make
a
DC
17
Dexterity
saving
throw,
taking
54
Strength
saving
throw
or
be
knocked
prone.
If
the
(12d8)
lightning
damage
on
a
failed
save,
or
half
as
target
is
killed
by
this
damage,
it
is
absorbed
into
the
much
damage
on
a
successful
one.
mouther.
Blinding
Spittle
(Recharge
5–6).
The
mouther
spits
a
Gibbering
Mouther
chemical
glob
at
a
point
it
can
see
within
15
feet
of
it.
The
glob
explodes
in
a
blinding
flash
of
light
on
impact.
Medium
aberration,
neutral
Each
creature
within
5
feet
of
the
flash
must
succeed
on
a
DC
13
Dexterity
saving
throw
or
be
blinded
until
Armor
Class
9
the
end
of
the
mouther’s
next
turn.
Hit
Points
67
(9d8
+
27)
Speed
10
ft.,
swim
10
ft.
STR
DEX
CON
INT
WIS
CHA
Gnoll
10
(+0)
8
(−1)
16
(+3)
3
(−4)
10
(+0)
6
(−2)
Medium
humanoid
(gnoll),
chaotic
evil
Condition
Immunities
prone
Senses
darkvision
60
ft.,
passive
Perception
10
Armor
Class
15
(hide
armor,
shield)
Languages
—
Challenge
2
(450
XP)
Hit
Points
22
(5d8)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
14
(+2)
12
(+1)
11
(+0)
6
(−2)
10
(+0)
7
(−2)
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Gnoll
Challenge
1/2
(100
XP)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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Reference
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5.1
314
Rampage.
When
the
gnoll
reduces
a
creature
to
0
hit
Poisoned
Dart.
Ranged
Weapon
Attack:
+4
to
hit,
points
with
a
melee
attack
on
its
turn,
the
gnoll
can
range
30/120
ft.,
one
creature.
Hit:
4
(1d4
+
2)
piercing
take
a
bonus
action
to
move
up
to
half
its
speed
and
damage,
and
the
target
must
succeed
on
a
DC
12
make
a
bite
attack.
Constitution
saving
throw
or
be
poisoned
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
end
of
Actions
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
4
(1d4
+
2)
piercing
damage.
Spear.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
Goblin
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage,
or
6
(1d8
+
2)
piercing
damage
if
Small
humanoid
(goblinoid),
neutral
evil
used
with
two
hands
to
make
a
melee
attack.
Longbow.
Ranged
Weapon
Attack:
+3
to
hit,
range
Armor
Class
15
(leather
armor,
shield)
150/600
ft.,
one
target.
Hit:
5
(1d8
+
1)
piercing
Hit
Points
7
(2d6)
damage.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
Gnome,
Deep
(Svirfneblin)
8
(−1)
14
(+2)
10
(+0)
10
(+0)
8
(−1)
8
(−1)
Small
humanoid
(gnome),
neutral
good
Skills
Stealth
+6
Senses
darkvision
60
ft.,
passive
Perception
9
Armor
Class
15
(chain
shirt)
Languages
Common,
Goblin
Hit
Points
16
(3d6
+
6)
Challenge
1/4
(50
XP)
Speed
20
ft.
Nimble
Escape.
The
goblin
can
take
the
Disengage
or
STR
DEX
CON
INT
WIS
CHA
Hide
action
as
a
bonus
action
on
each
of
its
turns.
15
(+2)
14
(+2)
14
(+2)
12
(+1)
10
(+0)
9
(−1)
Actions
Skills
Investigation
+3,
Perception
+2,
Stealth
+4
Senses
darkvision
120
ft.,
passive
Perception
12
Scimitar.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Languages
Gnomish,
Terran,
Undercommon
one
target.
Hit:
5
(1d6
+
2)
slashing
damage.
Challenge
1/2
(100
XP)
Shortbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
80/320
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Stone
Camouflage.
The
gnome
has
advantage
on
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Gnome
Cunning.
The
gnome
has
advantage
on
Golems
Intelligence,
Wisdom,
and
Charisma
saving
throws
against
magic.
Clay
Golem
Innate
Spellcasting.
The
gnome’s
innate
spellcasting
ability
is
Intelligence
(spell
save
DC
11).
It
can
innately
Large
construct,
unaligned
cast
the
following
spells,
requiring
no
material
components:
Armor
Class
14
(natural
armor)
At
will:
nondetection
(self
only)
Hit
Points
133
(14d10
+
56)
1/day
each:
blindness/deafness,
blur,
disguise
self
Speed
20
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
20
(+5)
9
(−1)
18
(+4)
3
(−4)
8
(−1)
1
(−5)
War
Pick.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Damage
Immunities
acid,
poison,
psychic;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
adamantine
Condition
Immunities
charmed,
exhaustion,
frightened,
paralyzed,
petrified,
poisoned
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315
Senses
darkvision
60
ft.,
passive
Perception
9
Damage
Immunities
lightning,
poison;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
Languages
understands
the
languages
of
its
creator
but
aren’t
adamantine
can’t
speak
Condition
Immunities
charmed,
exhaustion,
frightened,
Challenge
9
(5,000
XP)
paralyzed,
petrified,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
10
Acid
Absorption.
Whenever
the
golem
is
subjected
to
Languages
understands
the
languages
of
its
creator
but
acid
damage,
it
takes
no
damage
and
instead
regains
a
can’t
speak
number
of
hit
points
equal
to
the
acid
damage
dealt.
Challenge
5
(1,800
XP)
Berserk.
Whenever
the
golem
starts
its
turn
with
60
hit
points
or
fewer,
roll
a
d6.
On
a
6,
the
golem
goes
berserk.
On
each
of
its
turns
while
berserk,
the
golem
attacks
the
nearest
creature
it
can
see.
If
no
creature
is
Berserk.
Whenever
the
golem
starts
its
turn
with
40
hit
near
enough
to
move
to
and
attack,
the
golem
attacks
points
or
fewer,
roll
a
d6.
On
a
6,
the
golem
goes
an
object,
with
preference
for
an
object
smaller
than
berserk.
On
each
of
its
turns
while
berserk,
the
golem
itself.
Once
the
golem
goes
berserk,
it
continues
to
do
attacks
the
nearest
creature
it
can
see.
If
no
creature
is
so
until
it
is
destroyed
or
regains
all
its
hit
points.
near
enough
to
move
to
and
attack,
the
golem
attacks
an
object,
with
preference
for
an
object
smaller
than
Immutable
Form.
The
golem
is
immune
to
any
spell
or
itself.
Once
the
golem
goes
berserk,
it
continues
to
do
effect
that
would
alter
its
form.
so
until
it
is
destroyed
or
regains
all
its
hit
points.
The
golem’s
creator,
if
within
60
feet
of
the
berserk
Magic
Resistance.
The
golem
has
advantage
on
saving
golem,
can
try
to
calm
it
by
speaking
firmly
and
throws
against
spells
and
other
magical
effects.
persuasively.
The
golem
must
be
able
to
hear
its
creator,
who
must
take
an
action
to
make
a
DC
15
Magic
Weapons.
The
golem’s
weapon
attacks
are
Charisma
(Persuasion)
check.
If
the
check
succeeds,
the
magical.
golem
ceases
being
berserk.
If
it
takes
damage
while
still
at
40
hit
points
or
fewer,
the
golem
might
go
Actions
berserk
again.
Multiattack.
The
golem
makes
two
slam
attacks.
Aversion
of
Fire.
If
the
golem
takes
fire
damage,
it
has
disadvantage
on
attack
rolls
and
ability
checks
until
the
Slam.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
end
of
its
next
turn.
target.
Hit:
16
(2d10
+
5)
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
15
Immutable
Form.
The
golem
is
immune
to
any
spell
or
Constitution
saving
throw
or
have
its
hit
point
effect
that
would
alter
its
form.
maximum
reduced
by
an
amount
equal
to
the
damage
taken.
The
target
dies
if
this
attack
reduces
its
hit
point
Lightning
Absorption.
Whenever
the
golem
is
maximum
to
0.
The
reduction
lasts
until
removed
by
subjected
to
lightning
damage,
it
takes
no
damage
and
the
greater
restoration
spell
or
other
magic.
instead
regains
a
number
of
hit
points
equal
to
the
lightning
damage
dealt.
Haste
(Recharge
5–6).
Until
the
end
of
its
next
turn,
the
golem
magically
gains
a
+2
bonus
to
its
AC,
has
Magic
Resistance.
The
golem
has
advantage
on
saving
advantage
on
Dexterity
saving
throws,
and
can
use
its
throws
against
spells
and
other
magical
effects.
slam
attack
as
a
bonus
action.
Magic
Weapons.
The
golem’s
weapon
attacks
are
magical.
Flesh
Golem
Actions
Medium
construct,
neutral
Multiattack.
The
golem
makes
two
slam
attacks.
Armor
Class
9
Slam.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Hit
Points
93
(11d8
+
44)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
9
(−1)
18
(+4)
6
(−2)
10
(+0)
5
(−3)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
316
Iron
Golem
STR
DEX
CON
INT
WIS
CHA
22
(+6)
9
(−1)
20
(+5)
3
(−4)
11
(+0)
1
(−5)
Large
construct,
unaligned
Damage
Immunities
poison,
psychic;
bludgeoning,
Armor
Class
20
(natural
armor)
piercing,
and
slashing
from
nonmagical
attacks
that
Hit
Points
210
(20d10
+
100)
aren’t
adamantine
Speed
30
ft.
Condition
Immunities
charmed,
exhaustion,
frightened,
STR
DEX
CON
INT
WIS
CHA
paralyzed,
petrified,
poisoned
24
(+7)
9
(−1)
20
(+5)
3
(−4)
11
(+0)
1
(−5)
Damage
Immunities
fire,
poison,
psychic;
bludgeoning,
Senses
darkvision
120
ft.,
passive
Perception
10
Languages
understands
the
languages
of
its
creator
but
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
adamantine
can’t
speak
Condition
Immunities
charmed,
exhaustion,
frightened,
Challenge
10
(5,900
XP)
paralyzed,
petrified,
poisoned
Senses
darkvision
120
ft.,
passive
Perception
10
Immutable
Form.
The
golem
is
immune
to
any
spell
or
Languages
understands
the
languages
of
its
creator
but
effect
that
would
alter
its
form.
can’t
speak
Magic
Resistance.
The
golem
has
advantage
on
saving
Challenge
16
(15,000
XP)
throws
against
spells
and
other
magical
effects.
Magic
Weapons.
The
golem’s
weapon
attacks
are
Fire
Absorption.
Whenever
the
golem
is
subjected
to
magical.
fire
damage,
it
takes
no
damage
and
instead
regains
a
number
of
hit
points
equal
to
the
fire
damage
dealt.
Actions
Immutable
Form.
The
golem
is
immune
to
any
spell
or
effect
that
would
alter
its
form.
Multiattack.
The
golem
makes
two
slam
attacks.
Magic
Resistance.
The
golem
has
advantage
on
saving
Slam.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
throws
against
spells
and
other
magical
effects.
one
target.
Hit:
19
(3d8
+
6)
bludgeoning
damage.
Magic
Weapons.
The
golem’s
weapon
attacks
are
Slow
(Recharge
5–6).
The
golem
targets
one
or
more
magical.
creatures
it
can
see
within
10
feet
of
it.
Each
target
must
make
a
DC
17
Wisdom
saving
throw
against
this
Actions
magic.
On
a
failed
save,
a
target
can’t
use
reactions,
its
speed
is
halved,
and
it
can’t
make
more
than
one
Multiattack.
The
golem
makes
two
melee
attacks.
attack
on
its
turn.
In
addition,
the
target
can
take
Slam.
Melee
Weapon
Attack:
+13
to
hit,
reach
5
ft.,
either
an
action
or
a
bonus
action
on
its
turn,
not
both.
one
target.
Hit:
20
(3d8
+
7)
bludgeoning
damage.
These
effects
last
for
1
minute.
A
target
can
repeat
the
Sword.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
one
target.
Hit:
23
(3d10
+
7)
slashing
damage.
effect
on
itself
on
a
success.
Poison
Breath
(Recharge
6).
The
golem
exhales
poisonous
gas
in
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
19
Constitution
saving
throw,
Gorgon
taking
45
(10d8)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Large
monstrosity,
unaligned
Armor
Class
19
(natural
armor)
Stone
Golem
Hit
Points
114
(12d10
+
48)
Speed
40
ft.
Large
construct,
unaligned
STR
DEX
CON
INT
WIS
CHA
Armor
Class
17
(natural
armor)
20
(+5)
11
(+0)
18
(+4)
2
(−4)
12
(+1)
7
(−2)
Hit
Points
178
(17d10
+
85)
Speed
30
ft.
Skills
Perception
+4
Condition
Immunities
petrified
Senses
darkvision
60
ft.,
passive
Perception
14
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
317
Languages
—
Tentacles.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Challenge
5
(1,800
XP)
one
target.
Hit:
9
(2d6
+
2)
slashing
damage.
Beak.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Trampling
Charge.
If
the
gorgon
moves
at
least
20
feet
target.
Hit:
5
(1d6
+
2)
piercing
damage.
straight
toward
a
creature
and
then
hits
it
with
a
gore
attack
on
the
same
turn,
that
target
must
succeed
on
a
DC
16
Strength
saving
throw
or
be
knocked
prone.
If
Griffon
the
target
is
prone,
the
gorgon
can
make
one
attack
with
its
hooves
against
it
as
a
bonus
action.
Large
monstrosity,
unaligned
Actions
Armor
Class
12
Hit
Points
59
(7d10
+
21)
Gore.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
Speed
30
ft.,
fly
80
ft.
target.
Hit:
18
(2d12
+
5)
piercing
damage.
Hooves.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
STR
DEX
CON
INT
WIS
CHA
one
target.
Hit:
16
(2d10
+
5)
bludgeoning
damage.
18
(+4)
15
(+2)
16
(+3)
2
(−4)
13
(+1)
8
(−1)
Petrifying
Breath
(Recharge
5–6).
The
gorgon
exhales
petrifying
gas
in
a
30-‐foot
cone.
Each
creature
in
that
Skills
Perception
+5
area
must
succeed
on
a
DC
13
Constitution
saving
Senses
darkvision
60
ft.,
passive
Perception
15
throw.
On
a
failed
save,
a
target
begins
to
turn
to
stone
Languages
—
and
is
restrained.
The
restrained
target
must
repeat
Challenge
2
(450
XP)
the
saving
throw
at
the
end
of
its
next
turn.
On
a
success,
the
effect
ends
on
the
target.
On
a
failure,
the
Keen
Sight.
The
griffon
has
advantage
on
Wisdom
target
is
petrified
until
freed
by
the
greater
restoration
(Perception)
checks
that
rely
on
sight.
spell
or
other
magic.
Actions
Multiattack.
The
griffon
makes
two
attacks:
one
with
Grick
its
beak
and
one
with
its
claws.
Beak.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Medium
monstrosity,
neutral
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Armor
Class
14
(natural
armor)
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Hit
Points
27
(6d8)
Speed
30
ft.,
climb
30
ft.
Grimlock
STR
DEX
CON
INT
WIS
CHA
14
(+2)
14
(+2)
11
(+0)
3
(−4)
14
(+2)
5
(−3)
Medium
humanoid
(grimlock),
neutral
evil
Damage
Resistances
bludgeoning,
piercing,
and
Armor
Class
11
slashing
from
nonmagical
attacks
Hit
Points
11
(2d8
+
2)
Speed
30
ft.
Senses
darkvision
60
ft.,
passive
Perception
12
Languages
—
STR
DEX
CON
INT
WIS
CHA
Challenge
2
(450
XP)
16
(+3)
12
(+1)
12
(+1)
9
(−1)
8
(−1)
6
(−2)
Stone
Camouflage.
The
grick
has
advantage
on
Skills
Athletics
+5,
Perception
+3,
Stealth
+3
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Condition
Immunities
blinded
Senses
blindsight
30
ft.
or
10
ft.
while
deafened
(blind
Actions
beyond
this
radius),
passive
Perception
13
Multiattack.
The
grick
makes
one
attack
with
its
Languages
Undercommon
tentacles.
If
that
attack
hits,
the
grick
can
make
one
Challenge
1/4
(50
XP)
beak
attack
against
the
same
target.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
318
Actions
Blind
Senses.
The
grimlock
can’t
use
its
blindsight
while
deafened
and
unable
to
smell.
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Keen
Hearing
and
Smell.
The
grimlock
has
advantage
target.
Hit:
13
(2d8
+
4)
slashing
damage.
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
smell.
Illusory
Appearance.
The
hag
covers
herself
and
Stone
Camouflage.
The
grimlock
has
advantage
on
anything
she
is
wearing
or
carrying
with
a
magical
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
illusion
that
makes
her
look
like
another
creature
of
her
general
size
and
humanoid
shape.
The
illusion
ends
Actions
if
the
hag
takes
a
bonus
action
to
end
it
or
if
she
dies.
The
changes
wrought
by
this
effect
fail
to
hold
up
to
Spiked
Bone
Club.
Melee
Weapon
Attack:
+5
to
hit,
physical
inspection.
For
example,
the
hag
could
appear
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
bludgeoning
to
have
smooth
skin,
but
someone
touching
her
would
damage
plus
2
(1d4)
piercing
damage.
feel
her
rough
flesh.
Otherwise,
a
creature
must
take
an
action
to
visually
inspect
the
illusion
and
succeed
on
Monsters (H) a
DC
20
Intelligence
(Investigation)
check
to
discern
that
the
hag
is
disguised.
Invisible
Passage.
The
hag
magically
turns
invisible
Hags until
she
attacks
or
casts
a
spell,
or
until
her
concentration
ends
(as
if
concentrating
on
a
spell).
Green
Hag
While
invisible,
she
leaves
no
physical
evidence
of
her
passage,
so
she
can
be
tracked
only
by
magic.
Any
Medium
fey,
neutral
evil
equipment
she
wears
or
carries
is
invisible
with
her.
Armor
Class
17
(natural
armor)
Hit
Points
82
(11d8
+
33)
Speed
30
ft.
Night
Hag
STR
DEX
CON
INT
WIS
CHA
Medium
fiend,
neutral
evil
18
(+4)
12
(+1)
16
(+3)
13
(+1)
14
(+2)
14
(+2)
Armor
Class
17
(natural
armor)
Skills
Arcana
+3,
Deception
+4,
Perception
+4,
Stealth
+3
Hit
Points
112
(15d8
+
45)
Senses
darkvision
60
ft.,
passive
Perception
14
Speed
30
ft.
Languages
Common,
Draconic,
Sylvan
Challenge
3
(700
XP)
STR
DEX
CON
INT
WIS
CHA
Amphibious.
The
hag
can
breathe
air
and
water.
18
(+4)
15
(+2)
16
(+3)
16
(+3)
14
(+2)
16
(+3)
Innate
Spellcasting.
The
hag’s
innate
spellcasting
ability
is
Charisma
(spell
save
DC
12).
She
can
innately
Skills
Deception
+7,
Insight
+6,
Perception
+6,
Stealth
cast
the
following
spells,
requiring
no
material
+6
components:
At
will:
dancing
lights,
minor
illusion,
vicious
mockery
Damage
Resistances
cold,
fire;
bludgeoning,
piercing,
Mimicry.
The
hag
can
mimic
animal
sounds
and
and
slashing
from
nonmagical
attacks
not
made
with
humanoid
voices.
A
creature
that
hears
the
sounds
can
silvered
weapons
tell
they
are
imitations
with
a
successful
DC
14
Wisdom
(Insight)
check.
Condition
Immunities
charmed
Senses
darkvision
120
ft.,
passive
Perception
16
Languages
Abyssal,
Common,
Infernal,
Primordial
Challenge
5
(1,800
XP)
Innate
Spellcasting.
The
hag’s
innate
spellcasting
ability
is
Charisma
(spell
save
DC
14,
+6
to
hit
with
spell
attacks).
She
can
innately
cast
the
following
spells,
requiring
no
material
components:
At
will:
detect
magic,
magic
missile
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
319
2/day
each:
plane
shift
(self
only),
ray
of
enfeeblement,
form
must
make
a
DC
11
Wisdom
saving
throw.
On
a
sleep
failed
save,
the
creature
is
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
Magic
Resistance.
The
hag
has
advantage
on
saving
each
of
its
turns,
with
disadvantage
if
the
hag
is
within
throws
against
spells
and
other
magical
effects.
line
of
sight,
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
saving
throw
is
successful
or
the
effect
Actions
ends
for
it,
the
creature
is
immune
to
the
hag’s
Horrific
Appearance
for
the
next
24
hours.
Claws
(Hag
Form
Only).
Melee
Weapon
Attack:
+7
to
Unless
the
target
is
surprised
or
the
revelation
of
the
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
slashing
hag’s
true
form
is
sudden,
the
target
can
avert
its
eyes
damage.
and
avoid
making
the
initial
saving
throw.
Until
the
start
of
its
next
turn,
a
creature
that
averts
its
eyes
has
Change
Shape.
The
hag
magically
polymorphs
into
a
disadvantage
on
attack
rolls
against
the
hag.
Small
or
Medium
female
humanoid,
or
back
into
her
true
form.
Her
statistics
are
the
same
in
each
form.
Any
Actions
equipment
she
is
wearing
or
carrying
isn’t
transformed.
She
reverts
to
her
true
form
if
she
dies.
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage.
Etherealness.
The
hag
magically
enters
the
Ethereal
Plane
from
the
Material
Plane,
or
vice
versa.
To
do
so,
Death
Glare.
The
hag
targets
one
frightened
creature
the
hag
must
have
a
heartstone
in
her
possession.
she
can
see
within
30
feet
of
her.
If
the
target
can
see
the
hag,
it
must
succeed
on
a
DC
11
Wisdom
saving
Nightmare
Haunting
(1/Day).
While
on
the
Ethereal
throw
against
this
magic
or
drop
to
0
hit
points.
Plane,
the
hag
magically
touches
a
sleeping
humanoid
on
the
Material
Plane.
A
protection
from
evil
and
good
Illusory
Appearance.
The
hag
covers
herself
and
spell
cast
on
the
target
prevents
this
contact,
as
does
a
anything
she
is
wearing
or
carrying
with
a
magical
magic
circle.
As
long
as
the
contact
persists,
the
target
illusion
that
makes
her
look
like
an
ugly
creature
of
her
has
dreadful
visions.
If
these
visions
last
for
at
least
1
general
size
and
humanoid
shape.
The
effect
ends
if
hour,
the
target
gains
no
benefit
from
its
rest,
and
its
the
hag
takes
a
bonus
action
to
end
it
or
if
she
dies.
hit
point
maximum
is
reduced
by
5
(1d10).
If
this
effect
The
changes
wrought
by
this
effect
fail
to
hold
up
to
reduces
the
target’s
hit
point
maximum
to
0,
the
target
physical
inspection.
For
example,
the
hag
could
appear
dies,
and
if
the
target
was
evil,
its
soul
is
trapped
in
the
to
have
no
claws,
but
someone
touching
her
hand
hag’s
soul
bag.
The
reduction
to
the
target’s
hit
point
might
feel
the
claws.
Otherwise,
a
creature
must
take
maximum
lasts
until
removed
by
the
greater
an
action
to
visually
inspect
the
illusion
and
succeed
on
restoration
spell
or
similar
magic.
a
DC
16
Intelligence
(Investigation)
check
to
discern
that
the
hag
is
disguised.
Sea
Hag
Medium
fey,
chaotic
evil
Half-Dragon Template
Armor
Class
14
(natural
armor)
A
beast,
humanoid,
giant,
or
monstrosity
can
become
a
half-‐‑dragon.
It
keeps
its
statistics,
except
as
follows.
Hit
Points
52
(7d8
+
21)
Challenge.
To
avoid
recalculating
the
creature’s
challenge
rating,
apply
the
template
only
to
a
Speed
30
ft.,
swim
40
ft.
creature
that
meets
the
optional
prerequisite
in
the
Breath
Weapon
table
below.
Otherwise,
recalculate
STR
DEX
CON
INT
WIS
CHA
the
rating
after
you
apply
the
template.
Senses.
The
half-‐‑dragon
gains
blindsight
with
a
16
(+3)
13
(+1)
16
(+3)
12
(+1)
12
(+1)
13
(+1)
radius
of
10
feet
and
darkvision
with
a
radius
of
60
feet.
Senses
darkvision
60
ft.,
passive
Perception
11
Resistances.
The
half-‐‑dragon
gains
resistance
to
a
type
of
damage
based
on
its
color.
Languages
Aquan,
Common,
Giant
Color
Damage
Resistance
Challenge
2
(450
XP)
Black
or
copper
Acid
Blue
or
bronze
Lightning
Amphibious.
The
hag
can
breathe
air
and
water.
Horrific
Appearance.
Any
humanoid
that
starts
its
turn
within
30
feet
of
the
hag
and
can
see
the
hag’s
true
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
320
Brass,
gold,
or
red
Fire
Green
Poison
Harpy
Silver
or
white
Cold
Medium
monstrosity,
chaotic
evil
Armor
Class
11
Languages.
The
half-‐‑dragon
speaks
Draconic
in
Hit
Points
38
(7d8
+
7)
addition
to
any
other
languages
it
knows.
Speed
20
ft.,
fly
40
ft.
New
Action:
Breath
Weapon.
The
half-‐‑dragon
has
STR
DEX
CON
INT
WIS
CHA
the
breath
weapon
of
its
dragon
half.
The
half-‐‑
12
(+1)
13
(+1)
12
(+1)
7
(−2)
10
(+0)
13
(+1)
dragon’s
size
determines
how
this
action
functions.
Senses
passive
Perception
10
Size
Breath
Weapon
Optional
Languages
Common
Prerequisite
Large
or
As
a
wyrmling
Challenge
2
or
higher
Challenge
1
(200
XP)
smaller
Challenge
7
or
higher
Actions
Challenge
8
or
higher
Huge
As
a
young
dragon
Multiattack.
The
harpy
makes
two
attacks:
one
with
its
Gargantuan
As
an
adult
dragon
claws
and
one
with
its
club.
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(2d4
+
1)
slashing
damage.
Half-‐Red
Dragon
Veteran
Club.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Medium
humanoid
(human),
any
alignment
target.
Hit:
3
(1d4
+
1)
bludgeoning
damage.
Armor
Class
18
(plate)
Luring
Song.
The
harpy
sings
a
magical
melody.
Every
Hit
Points
65
(10d8
+
20)
humanoid
and
giant
within
300
feet
of
the
harpy
that
Speed
30
ft.
can
hear
the
song
must
succeed
on
a
DC
11
Wisdom
saving
throw
or
be
charmed
until
the
song
ends.
The
STR
DEX
CON
INT
WIS
CHA
harpy
must
take
a
bonus
action
on
its
subsequent
turns
16
(+3)
13
(+1)
14
(+2)
10
(+0)
11
(+0)
10
(+0)
to
continue
singing.
It
can
stop
singing
at
any
time.
The
song
ends
if
the
harpy
is
incapacitated.
Skills
Athletics
+5,
Perception
+2
While
charmed
by
the
harpy,
a
target
is
Damage
Resistances
fire
incapacitated
and
ignores
the
songs
of
other
harpies.
If
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
the
charmed
target
is
more
than
5
feet
away
from
the
harpy,
the
target
must
move
on
its
turn
toward
the
Perception
12
harpy
by
the
most
direct
route,
trying
to
get
within
5
Languages
Common,
Draconic
feet.
It
doesn’t
avoid
opportunity
attacks,
but
before
Challenge
5
(1,800
XP)
moving
into
damaging
terrain,
such
as
lava
or
a
pit,
and
whenever
it
takes
damage
from
a
source
other
than
Actions
the
harpy,
the
target
can
repeat
the
saving
throw.
A
charmed
target
can
also
repeat
the
saving
throw
at
the
Multiattack.
The
veteran
makes
two
longsword
attacks.
end
of
each
of
its
turns.
If
the
saving
throw
is
If
it
has
a
shortsword
drawn,
it
can
also
make
a
successful,
the
effect
ends
on
it.
shortsword
attack.
A
target
that
successfully
saves
is
immune
to
this
harpy’s
song
for
the
next
24
hours.
Longsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
slashing
damage,
or
8
(1d10
+
3)
slashing
damage
if
used
with
two
hands.
Hell
Hound
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Medium
fiend,
lawful
evil
Heavy
Crossbow.
Ranged
Weapon
Attack:
+3
to
hit,
Armor
Class
15
(natural
armor)
range
100/400
ft.,
one
target.
Hit:
6
(1d10
+
1)
piercing
damage.
Hit
Points
45
(7d8
+
14)
Fire
Breath
(Recharge
5–6).
The
veteran
exhales
fire
in
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
DC
15
Dexterity
saving
throw,
taking
24
(7d6)
fire
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
321
Speed
50
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Multiattack.
The
hippogriff
makes
two
attacks:
one
17
(+3)
12
(+1)
14
(+2)
6
(−2)
13
(+1)
6
(−2)
with
its
beak
and
one
with
its
claws.
Beak.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Skills
Perception
+5
target.
Hit:
8
(1d10
+
3)
piercing
damage.
Damage
Immunities
fire
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
15
target.
Hit:
10
(2d6
+
3)
slashing
damage.
Languages
understands
Infernal
but
can’t
speak
it
Challenge
3
(700
XP)
Hobgoblin
Keen
Hearing
and
Smell.
The
hound
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Medium
humanoid
(goblinoid),
lawful
evil
smell.
Pack
Tactics.
The
hound
has
advantage
on
an
attack
Armor
Class
18
(chain
mail,
shield)
roll
against
a
creature
if
at
least
one
of
the
hound’s
Hit
Points
11
(2d8
+
2)
allies
is
within
5
feet
of
the
creature
and
the
ally
isn’t
Speed
30
ft.
incapacitated.
STR
DEX
CON
INT
WIS
CHA
Actions
13
(+1)
12
(+1)
12
(+1)
10
(+0)
10
(+0)
9
(−1)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
10
target.
Hit:
7
(1d8
+
3)
piercing
damage
plus
7
(2d6)
fire
Languages
Common,
Goblin
damage.
Challenge
1/2
(100
XP)
Fire
Breath
(Recharge
5–6).
The
hound
exhales
fire
in
a
15-‐foot
cone.
Each
creature
in
that
area
must
make
a
Martial
Advantage.
Once
per
turn,
the
hobgoblin
can
DC
12
Dexterity
saving
throw,
taking
21
(6d6)
fire
deal
an
extra
7
(2d6)
damage
to
a
creature
it
hits
with
a
damage
on
a
failed
save,
or
half
as
much
damage
on
a
weapon
attack
if
that
creature
is
within
5
feet
of
an
ally
successful
one.
of
the
hobgoblin
that
isn’t
incapacitated.
Actions
Hippogriff
Longsword.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
Large
monstrosity,
unaligned
one
target.
Hit:
5
(1d8
+
1)
slashing
damage,
or
6
(1d10
+
1)
slashing
damage
if
used
with
two
hands.
Armor
Class
11
Longbow.
Ranged
Weapon
Attack:
+3
to
hit,
range
Hit
Points
19
(3d10
+
3)
150/600
ft.,
one
target.
Hit:
5
(1d8
+
1)
piercing
Speed
40
ft.,
fly
60
ft.
damage.
STR
DEX
CON
INT
WIS
CHA
17
(+3)
13
(+1)
13
(+1)
2
(−4)
12
(+1)
8
(−1)
Homunculus
Skills
Perception
+5
Tiny
construct,
neutral
Senses
passive
Perception
15
Languages
—
Armor
Class
13
(natural
armor)
Challenge
1
(200
XP)
Hit
Points
5
(2d4)
Speed
20
ft.,
fly
40
ft.
Keen
Sight.
The
hippogriff
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
sight.
STR
DEX
CON
INT
WIS
CHA
4
(−3)
15
(+2)
11
(+0)
10
(+0)
10
(+0)
7
(−2)
Damage
Immunities
poison
Condition
Immunities
charmed,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
10
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
322
Languages
understands
the
languages
of
its
creator
but
Wakeful.
While
the
hydra
sleeps,
at
least
one
of
its
can’t
speak
heads
is
awake.
Challenge
0
(10
XP)
Actions
Multiattack.
The
hydra
makes
as
many
bite
attacks
as
it
has
heads.
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
Telepathic
Bond.
While
the
homunculus
is
on
the
same
target.
Hit:
10
(1d10
+
5)
piercing
damage.
plane
of
existence
as
its
master,
it
can
magically
convey
what
it
senses
to
its
master,
and
the
two
can
communicate
telepathically.
Monsters (I)
Actions
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Invisible
Stalker
creature.
Hit:
1
piercing
damage,
and
the
target
must
succeed
on
a
DC
10
Constitution
saving
throw
or
be
Medium
elemental, neutral
poisoned
for
1
minute.
If
the
saving
throw
fails
by
5
or
more,
the
target
is
instead
poisoned
for
5
(1d10)
Armor
Class
14
minutes
and
unconscious
while
poisoned
in
this
way.
Hit
Points
104
(16d8
+
32)
Speed
50
ft.,
fly
50
ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
Hydra
16
(+3)
19
(+4)
14
(+2)
10
(+0)
15
(+2)
11
(+0)
Huge
monstrosity,
unaligned
Skills
Perception
+8,
Stealth
+10
Damage
Resistances
bludgeoning,
piercing,
and
Armor
Class
15
(natural
armor)
slashing
from
nonmagical
attacks
Hit
Points
172
(15d12
+
75)
Damage
Immunities
poison
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Speed
30
ft.,
swim
30
ft.
petrified,
poisoned,
prone,
restrained,
unconscious
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
60
ft.,
passive
Perception
18
Languages
Auran,
understands
Common
but
doesn’t
20
(+5)
12
(+1)
20
(+5)
2
(−4)
10
(+0)
7
(−2)
speak
it
Skills
Perception
+6
Challenge
6
(2,300
XP)
Senses
darkvision
60
ft.,
passive
Perception
16
Invisibility.
The
stalker
is
invisible.
Faultless
Tracker.
The
stalker
is
given
a
quarry
by
its
Languages
—
summoner.
The
stalker
knows
the
direction
and
distance
to
its
quarry
as
long
as
the
two
of
them
are
on
Challenge
8
(3,900
XP)
the
same
plane
of
existence.
The
stalker
also
knows
the
location
of
its
summoner.
Actions
Hold
Breath.
The
hydra
can
hold
its
breath
for
1
hour.
Multiattack.
The
stalker
makes
two
slam
attacks.
Multiple
Heads.
The
hydra
has
five
heads.
While
it
has
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
more
than
one
head,
the
hydra
has
advantage
on
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
saving
throws
against
being
blinded,
charmed,
deafened,
frightened,
stunned,
and
knocked
unconscious.
Whenever
the
hydra
takes
25
or
more
damage
in
a
single
turn,
one
of
its
heads
dies.
If
all
its
heads
die,
the
hydra
dies.
At
the
end
of
its
turn,
it
grows
two
heads
for
each
of
its
heads
that
died
since
its
last
turn,
unless
it
has
taken
fire
damage
since
its
last
turn.
The
hydra
regains
10
hit
points
for
each
head
regrown
in
this
way.
Reactive
Heads.
For
each
head
the
hydra
has
beyond
one,
it
gets
an
extra
reaction
that
can
be
used
only
for
opportunity
attacks.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
323
Monsters (K) Languages
understands
Abyssal,
Celestial,
Infernal,
and
Primordial
but
can’t
speak,
telepathy
120
ft.
Challenge
23
(50,000
XP)
Kobold
Small
humanoid
(kobold),
lawful
evil
Amphibious.
The
kraken
can
breathe
air
and
water.
Armor
Class
12
Hit
Points
5
(2d6
−
2)
Freedom
of
Movement.
The
kraken
ignores
difficult
Speed
30
ft.
terrain,
and
magical
effects
can’t
reduce
its
speed
or
cause
it
to
be
restrained.
It
can
spend
5
feet
of
STR
DEX
CON
INT
WIS
CHA
movement
to
escape
from
nonmagical
restraints
or
7
(−2)
15
(+2)
9
(−1)
8
(−1)
7
(−2)
8
(−1)
being
grappled.
Senses
darkvision
60
ft.,
passive
Perception
8
Siege
Monster.
The
kraken
deals
double
damage
to
Languages
Common,
Draconic
objects
and
structures.
Challenge
1/8
(25
XP)
Actions
Sunlight
Sensitivity.
While
in
sunlight,
the
kobold
has
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
Multiattack.
The
kraken
makes
three
tentacle
attacks,
(Perception)
checks
that
rely
on
sight.
each
of
which
it
can
replace
with
one
use
of
Fling.
Pack
Tactics.
The
kobold
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
kobold’s
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
5
ft.,
one
allies
is
within
5
feet
of
the
creature
and
the
ally
isn’t
target.
Hit:
23
(3d8
+
10)
piercing
damage.
If
the
target
incapacitated.
is
a
Large
or
smaller
creature
grappled
by
the
kraken,
that
creature
is
swallowed,
and
the
grapple
ends.
Actions
While
swallowed,
the
creature
is
blinded
and
restrained,
it
has
total
cover
against
attacks
and
other
Dagger.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
effects
outside
the
kraken,
and
it
takes
42
(12d6)
acid
one
target.
Hit:
4
(1d4
+
2)
piercing
damage.
damage
at
the
start
of
each
of
the
kraken’s
turns.
Sling.
Ranged
Weapon
Attack:
+4
to
hit,
range
30/120
If
the
kraken
takes
50
damage
or
more
on
a
single
ft.,
one
target.
Hit:
4
(1d4
+
2)
bludgeoning
damage.
turn
from
a
creature
inside
it,
the
kraken
must
succeed
on
a
DC
25
Constitution
saving
throw
at
the
end
of
that
turn
or
regurgitate
all
swallowed
creatures,
which
fall
Kraken
prone
in
a
space
within
10
feet
of
the
kraken.
If
the
kraken
dies,
a
swallowed
creature
is
no
longer
Gargantuan
monstrosity
(titan), chaotic
evil
restrained
by
it
and
can
escape
from
the
corpse
using
15
feet
of
movement,
exiting
prone.
Armor
Class
18
(natural
armor)
Hit
Points
472
(27d20
+
189)
Tentacle.
Melee
Weapon
Attack:
+17
to
hit,
reach
30
ft.,
Speed
20
ft.,
swim
60
ft.
one
target.
Hit:
20
(3d6
+
10)
bludgeoning
damage,
and
the
target
is
grappled
(escape
DC
18).
Until
this
grapple
STR
DEX
CON
INT
WIS
CHA
ends,
the
target
is
restrained.
The
kraken
has
ten
30
(+10)
11
(+0)
25
(+7)
22
(+6)
18
(+4)
20
(+5)
tentacles,
each
of
which
can
grapple
one
target.
Saving
Throws
Str
+17,
Dex
+7,
Con
+14,
Int
+13,
Wis
Fling.
One
Large
or
smaller
object
held
or
creature
+11
grappled
by
the
kraken
is
thrown
up
to
60
feet
in
a
random
direction
and
knocked
prone.
If
a
thrown
Damage
Immunities
lightning;
bludgeoning,
piercing,
target
strikes
a
solid
surface,
the
target
takes
3
(1d6)
and
slashing
from
nonmagical
attacks
bludgeoning
damage
for
every
10
feet
it
was
thrown.
If
the
target
is
thrown
at
another
creature,
that
creature
Condition
Immunities
frightened,
paralyzed
must
succeed
on
a
DC
18
Dexterity
saving
throw
or
Senses
truesight
120
ft.,
passive
Perception
14
take
the
same
damage
and
be
knocked
prone.
Lightning
Storm.
The
kraken
magically
creates
three
bolts
of
lightning,
each
of
which
can
strike
a
target
the
kraken
can
see
within
120
feet
of
it.
A
target
must
make
a
DC
23
Dexterity
saving
throw,
taking
22
(4d10)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
324
lightning
damage
on
a
failed
save,
or
half
as
much
At
will:
disguise
self
(any
humanoid
form),
major
image
damage
on
a
successful
one.
3/day
each:
charm
person,
mirror
image,
scrying,
Legendary
Actions
suggestion
1/day:
geas
The
kraken
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
Actions
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
kraken
regains
spent
legendary
Multiattack.
The
lamia
makes
two
attacks:
one
with
its
actions
at
the
start
of
its
turn.
claws
and
one
with
its
dagger
or
Intoxicating
Touch.
Tentacle
Attack
or
Fling.
The
kraken
makes
one
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(2d10
+
3)
slashing
damage.
tentacle
attack
or
uses
its
Fling.
Dagger.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
damage.
Lightning
Storm
(Costs
2
Actions).
The
kraken
uses
Intoxicating
Touch.
Melee
Spell
Attack:
+5
to
hit,
reach
Lightning
Storm.
5
ft.,
one
creature.
Hit:
The
target
is
magically
cursed
for
1
hour.
Until
the
curse
ends,
the
target
has
Ink
Cloud
(Costs
3
Actions).
While
underwater,
the
disadvantage
on
Wisdom
saving
throws
and
all
ability
kraken
expels
an
ink
cloud
in
a
60-‐foot
radius.
The
checks.
cloud
spreads
around
corners,
and
that
area
is
heavily
obscured
to
creatures
other
than
the
kraken.
Each
creature
other
than
the
kraken
that
ends
its
Lich
turn
there
must
succeed
on
a
DC
23
Constitution
saving
throw,
taking
16
(3d10)
poison
damage
on
a
Medium
undead,
any
evil
alignment
failed
save,
or
half
as
much
damage
on
a
successful
one.
A
strong
current
disperses
the
cloud,
which
Armor
Class
17
(natural
armor)
otherwise
disappears
at
the
end
of
the
kraken’s
next
Hit
Points
135
(18d8
+
54)
turn.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
11
(+0)
16
(+3)
16
(+3)
20
(+5)
14
(+2)
16
(+3)
Monsters (L)
Saving
Throws
Con
+10,
Int
+12,
Wis
+9
Skills
Arcana
+18,
History
+12,
Insight
+9,
Perception
+9
Damage
Resistances
cold,
lightning,
necrotic
Lamia
Damage
Immunities
poison;
bludgeoning,
piercing,
and
Large
monstrosity,
chaotic
evil
slashing
from
nonmagical
attacks
Condition
Immunities
charmed,
exhaustion,
frightened,
Armor
Class
13
(natural
armor)
paralyzed,
poisoned
Hit
Points
97
(13d10
+
26)
Senses
truesight
120
ft.,
passive
Perception
19
Languages
Common
plus
up
to
five
other
languages
Speed
30
ft.
Challenge
21
(33,000
XP)
STR
DEX
CON
INT
WIS
CHA
Legendary
Resistance
(3/Day).
If
the
lich
fails
a
saving
16
(+3)
13
(+1)
15
(+2)
14
(+2)
15
(+2)
16
(+3)
throw,
it
can
choose
to
succeed
instead.
Rejuvenation.
If
it
has
a
phylactery,
a
destroyed
lich
Skills
Deception
+7,
Insight
+4,
Stealth
+3
gains
a
new
body
in
1d10
days,
regaining
all
its
hit
Senses
darkvision
60
ft.,
passive
Perception
12
points
and
becoming
active
again.
The
new
body
Languages
Abyssal,
Common
appears
within
5
feet
of
the
phylactery.
Challenge
4
(1,100
XP)
Spellcasting.
The
lich
is
an
18th-‐level
spellcaster.
Its
spellcasting
ability
is
Intelligence
(spell
save
DC
20,
+12
Innate
Spellcasting.
The
lamia’s
innate
spellcasting
ability
is
Charisma
(spell
save
DC
13).
It
can
innately
cast
the
following
spells,
requiring
no
material
components.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
325
to
hit
with
spell
attacks).
The
lich
has
the
following
Disrupt
Life
(Costs
3
Actions).
Each
non-‐undead
wizard
spells
prepared:
creature
within
20
feet
of
the
lich
must
make
a
DC
18
Constitution
saving
throw
against
this
magic,
Cantrips
(at
will):
mage
hand,
prestidigitation,
ray
of
taking
21
(6d6)
necrotic
damage
on
a
failed
save,
or
frost
half
as
much
damage
on
a
successful
one.
1st
level
(4
slots):
detect
magic,
magic
missile,
shield,
thunderwave
Lizardfolk
2nd
level
(3
slots):
acid
arrow,
detect
thoughts,
invisibility,
mirror
image
Medium
humanoid
(lizardfolk),
neutral
3rd
level
(3
slots):
animate
dead,
counterspell,
dispel
Armor
Class
15
(natural
armor,
shield)
magic,
fireball
Hit
Points
22
(4d8
+
4)
Speed
30
ft.,
swim
30
ft.
4th
level
(3
slots):
blight,
dimension
door
STR
DEX
CON
INT
WIS
CHA
5th
level
(3
slots):
cloudkill,
scrying
15
(+2)
10
(+0)
13
(+1)
7
(−2)
12
(+1)
7
(−2)
6th
level
(1
slot):
disintegrate,
globe
of
invulnerability
Skills
Perception
+3,
Stealth
+4,
Survival
+5
Senses
passive
Perception
13
7th
level
(1
slot):
finger
of
death,
plane
shift
Languages
Draconic
Challenge
1/2
(100
XP)
8th
level
(1
slot):
dominate
monster,
power
word
stun
Hold
Breath.
The
lizardfolk
can
hold
its
breath
for
15
9th
level
(1
slot):
power
word
kill
minutes.
Turn
Resistance.
The
lich
has
advantage
on
saving
Actions
throws
against
any
effect
that
turns
undead.
Multiattack.
The
lizardfolk
makes
two
melee
attacks,
Actions
each
one
with
a
different
weapon.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Paralyzing
Touch.
Melee
Spell
Attack:
+12
to
hit,
reach
target.
Hit:
5
(1d6
+
2)
piercing
damage.
5
ft.,
one
creature.
Hit:
10
(3d6)
cold
damage.
The
Heavy
Club.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
target
must
succeed
on
a
DC
18
Constitution
saving
ft.,
one
target.
Hit:
5
(1d6
+
2)
bludgeoning
damage.
throw
or
be
paralyzed
for
1
minute.
The
target
can
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
ending
the
effect
on
itself
on
a
success.
2)
piercing
damage.
Spiked
Shield.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Legendary
Actions
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
The
lich
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
Lycanthropes
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
lich
regains
spent
legendary
Werebear
actions
at
the
start
of
its
turn.
Medium
humanoid
(human,
shapechanger),
neutral
Cantrip.
The
lich
casts
a
cantrip.
good
Paralyzing
Touch
(Costs
2
Actions).
The
lich
uses
its
Armor
Class
10
in
humanoid
form,
11
(natural
armor)
Paralyzing
Touch.
in
bear
and
hybrid
form
Frightening
Gaze
(Costs
2
Actions).
The
lich
fixes
its
Hit
Points
135
(18d8
+
54)
gaze
on
one
creature
it
can
see
within
10
feet
of
it.
Speed
30
ft.
(40
ft.,
climb
30
ft.
in
bear
or
hybrid
form)
The
target
must
succeed
on
a
DC
18
Wisdom
saving
throw
against
this
magic
or
become
frightened
for
1
minute.
The
frightened
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
target’s
saving
throw
is
successful
or
the
effect
ends
for
it,
the
target
is
immune
to
the
lich’s
gaze
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
326
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+2
19
(+4)
10
(+0)
17
(+3)
11
(+0)
12
(+1)
12
(+1)
Damage
Immunities
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
Skills
Perception
+7
silvered
weapons
Senses
passive
Perception
12
Damage
Immunities
bludgeoning,
piercing,
and
Languages
Common
(can’t
speak
in
boar
form)
slashing
from
nonmagical
attacks
not
made
with
silvered
weapons
Challenge
4
(1,100
XP)
Senses
passive
Perception
17
Languages
Common
(can’t
speak
in
bear
form)
Shapechanger.
The
wereboar
can
use
its
action
to
polymorph
into
a
boar-‐humanoid
hybrid
or
into
a
boar,
Challenge
5
(1,800
XP)
or
back
into
its
true
form,
which
is
humanoid.
Its
statistics,
other
than
its
AC,
are
the
same
in
each
form.
Any
equipment
it
is
wearing
or
carrying
isn’t
transformed.
It
reverts
to
its
true
form
if
it
dies.
Shapechanger.
The
werebear
can
use
its
action
to
polymorph
into
a
Large
bear-‐humanoid
hybrid
or
into
a
Charge
(Boar
or
Hybrid
Form
Only).
If
the
wereboar
Large
bear,
or
back
into
its
true
form,
which
is
moves
at
least
15
feet
straight
toward
a
target
and
humanoid.
Its
statistics,
other
than
its
size
and
AC,
are
then
hits
it
with
its
tusks
on
the
same
turn,
the
target
the
same
in
each
form.
Any
equipment
it
is
wearing
or
takes
an
extra
7
(2d6)
slashing
damage.
If
the
target
is
carrying
isn’t
transformed.
It
reverts
to
its
true
form
if
a
creature,
it
must
succeed
on
a
DC
13
Strength
saving
it
dies.
throw
or
be
knocked
prone.
Keen
Smell.
The
werebear
has
advantage
on
Wisdom
Relentless
(Recharges
after
a
Short
or
Long
Rest).
If
(Perception)
checks
that
rely
on
smell.
the
wereboar
takes
14
damage
or
less
that
would
reduce
it
to
0
hit
points,
it
is
reduced
to
1
hit
point
Actions
instead.
Multiattack.
In
bear
form,
the
werebear
makes
two
Actions
claw
attacks.
In
humanoid
form,
it
makes
two
greataxe
attacks.
In
hybrid
form,
it
can
attack
like
a
bear
or
a
Multiattack
(Humanoid
or
Hybrid
Form
Only).
The
humanoid.
wereboar
makes
two
attacks,
only
one
of
which
can
be
with
its
tusks.
Bite
(Bear
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d10
+
Maul
(Humanoid
or
Hybrid
Form
Only).
Melee
4)
piercing
damage.
If
the
target
is
a
humanoid,
it
must
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
succeed
on
a
DC
14
Constitution
saving
throw
or
be
10
(2d6
+
3)
bludgeoning
damage.
cursed
with
werebear
lycanthropy.
Tusks
(Boar
or
Hybrid
Form
Only).
Melee
Weapon
Claw
(Bear
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
3)
slashing
damage.
If
the
target
is
a
humanoid,
it
must
4)
slashing
damage.
succeed
on
a
DC
12
Constitution
saving
throw
or
be
cursed
with
wereboar
lycanthropy.
Greataxe
(Humanoid
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(1d12
+
4)
slashing
damage.
Wererat
Wereboar
Medium
humanoid
(human,
shapechanger),
lawful
evil
Medium
humanoid
(human,
shapechanger),
neutral
evil
Armor
Class
12
Armor
Class
10
in
humanoid
form,
11
(natural
armor)
Hit
Points
33
(6d8
+
6)
in
boar
or
hybrid
form
Speed
30
ft.
Hit
Points
78
(12d8
+
24)
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.
(40
ft.
in
boar
form)
10
(+0)
15
(+2)
12
(+1)
11
(+0)
10
(+0)
8
(−1)
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+2,
Stealth
+4
17
(+3)
10
(+0)
15
(+2)
10
(+0)
11
(+0)
8
(−1)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
327
Damage
Immunities
bludgeoning,
piercing,
and
Languages
Common
(can’t
speak
in
tiger
form)
slashing
from
nonmagical
attacks
not
made
with
silvered
weapons
Challenge
4
(1,100
XP)
Senses
darkvision
60
ft.
(rat
form
only),
passive
Perception
12
Shapechanger.
The
weretiger
can
use
its
action
to
Languages
Common
(can’t
speak
in
rat
form)
polymorph
into
a
tiger-‐humanoid
hybrid
or
into
a
tiger,
Challenge
2
(450
XP)
or
back
into
its
true
form,
which
is
humanoid.
Its
statistics,
other
than
its
size,
are
the
same
in
each
form.
Any
equipment
it
is
wearing
or
carrying
isn’t
Shapechanger.
The
wererat
can
use
its
action
to
transformed.
It
reverts
to
its
true
form
if
it
dies.
polymorph
into
a
rat-‐humanoid
hybrid
or
into
a
giant
rat,
or
back
into
its
true
form,
which
is
humanoid.
Its
Keen
Hearing
and
Smell.
The
weretiger
has
advantage
statistics,
other
than
its
size,
are
the
same
in
each
form.
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Any
equipment
it
is
wearing
or
carrying
isn’t
smell.
transformed.
It
reverts
to
its
true
form
if
it
dies.
Pounce
(Tiger
or
Hybrid
Form
Only).
If
the
weretiger
Keen
Smell.
The
wererat
has
advantage
on
Wisdom
moves
at
least
15
feet
straight
toward
a
creature
and
(Perception)
checks
that
rely
on
smell.
then
hits
it
with
a
claw
attack
on
the
same
turn,
that
target
must
succeed
on
a
DC
14
Strength
saving
throw
Actions
or
be
knocked
prone.
If
the
target
is
prone,
the
weretiger
can
make
one
bite
attack
against
it
as
a
Multiattack
(Humanoid
or
Hybrid
Form
Only).
The
bonus
action.
wererat
makes
two
attacks,
only
one
of
which
can
be
a
bite.
Actions
Bite
(Rat
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
Multiattack
(Humanoid
or
Hybrid
Form
Only).
In
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d4
+
2)
humanoid
form,
the
weretiger
makes
two
scimitar
piercing
damage.
If
the
target
is
a
humanoid,
it
must
attacks
or
two
longbow
attacks.
In
hybrid
form,
it
can
succeed
on
a
DC
11
Constitution
saving
throw
or
be
attack
like
a
humanoid
or
make
two
claw
attacks.
cursed
with
wererat
lycanthropy.
Bite
(Tiger
or
Hybrid
Form
Only).
Melee
Weapon
Shortsword
(Humanoid
or
Hybrid
Form
Only).
Melee
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d10
+
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
5
3)
piercing
damage.
If
the
target
is
a
humanoid,
it
must
(1d6
+
2)
piercing
damage.
succeed
on
a
DC
13
Constitution
saving
throw
or
be
cursed
with
weretiger
lycanthropy.
Hand
Crossbow
(Humanoid
or
Hybrid
Form
Only).
Ranged
Weapon
Attack:
+4
to
hit,
range
30/120
ft.,
one
Claw
(Tiger
or
Hybrid
Form
Only).
Melee
Weapon
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
slashing
damage.
Scimitar
(Humanoid
or
Hybrid
Form
Only).
Melee
Weretiger
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
slashing
damage.
Medium
humanoid
(human,
shapechanger),
neutral
Longbow
(Humanoid
or
Hybrid
Form
Only).
Ranged
Armor
Class
12
Weapon
Attack:
+4
to
hit,
range
150/600
ft.,
one
target.
Hit
Points
120
(16d8
+
48)
Hit:
6
(1d8
+
2)
piercing
damage.
Speed
30
ft.
(40
ft.
in
tiger
form)
STR
DEX
CON
INT
WIS
CHA
Werewolf
17
(+3)
15
(+2)
16
(+3)
10
(+0)
13
(+1)
11
(+0)
Medium
humanoid
(human,
shapechanger),
chaotic
Skills
Perception
+5,
Stealth
+4
evil
Damage
Immunities
bludgeoning,
piercing,
and
Armor
Class
11
in
humanoid
form,
12
(natural
armor)
slashing
from
nonmagical
attacks
not
made
with
in
wolf
or
hybrid
form
silvered
weapons
Hit
Points
58
(9d8
+
18)
Senses
darkvision
60
ft.,
passive
Perception
15
Speed
30
ft.
(40
ft.
in
wolf
form)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
328
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.
15
(+2)
13
(+1)
14
(+2)
10
(+0)
11
(+0)
10
(+0)
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+4,
Stealth
+3
7
(−2)
15
(+2)
12
(+1)
8
(−1)
11
(+0)
10
(+0)
Damage
Immunities
bludgeoning,
piercing,
and
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
slashing
from
nonmagical
attacks
silvered
weapons
Damage
Immunities
fire
Senses
passive
Perception
14
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Common
(can’t
speak
in
wolf
form)
Languages
Ignan
Challenge
1/2
(100
XP)
Challenge
3
(700
XP)
Death
Burst.
When
the
magmin
dies,
it
explodes
in
a
Shapechanger.
The
werewolf
can
use
its
action
to
burst
of
fire
and
magma.
Each
creature
within
10
feet
polymorph
into
a
wolf-‐humanoid
hybrid
or
into
a
wolf,
of
it
must
make
a
DC
11
Dexterity
saving
throw,
taking
or
back
into
its
true
form,
which
is
humanoid.
Its
7
(2d6)
fire
damage
on
a
failed
save,
or
half
as
much
statistics,
other
than
its
AC,
are
the
same
in
each
form.
damage
on
a
successful
one.
Flammable
objects
that
Any
equipment
it
is
wearing
or
carrying
isn’t
aren’t
being
worn
or
carried
in
that
area
are
ignited.
transformed.
It
reverts
to
its
true
form
if
it
dies.
Ignited
Illumination.
As
a
bonus
action,
the
magmin
can
set
itself
ablaze
or
extinguish
its
flames.
While
Keen
Hearing
and
Smell.
The
werewolf
has
advantage
ablaze,
the
magmin
sheds
bright
light
in
a
10-‐foot
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
radius
and
dim
light
for
an
additional
10
feet.
smell.
Actions
Actions
Touch.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Multiattack
(Humanoid
or
Hybrid
Form
Only).
The
target.
Hit:
7
(2d6)
fire
damage.
If
the
target
is
a
werewolf
makes
two
attacks:
one
with
its
bite
and
one
creature
or
a
flammable
object,
it
ignites.
Until
a
with
its
claws
or
spear.
creature
takes
an
action
to
douse
the
fire,
the
target
takes
3
(1d6)
fire
damage
at
the
end
of
each
of
its
turns.
Bite
(Wolf
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage.
If
the
target
is
a
humanoid,
it
must
Manticore
succeed
on
a
DC
12
Constitution
saving
throw
or
be
cursed
with
werewolf
lycanthropy.
Large
monstrosity,
lawful
evil
Claws
(Hybrid
Form
Only).
Melee
Weapon
Attack:
+4
Armor
Class
14
(natural
armor)
to
hit,
reach
5
ft.,
one
creature.
Hit:
7
(2d4
+
2)
slashing
Hit
Points
68
(8d10
+
24)
damage.
Speed
30
ft.,
fly
50
ft.
Spear
(Humanoid
Form
Only).
Melee
or
Ranged
STR
DEX
CON
INT
WIS
CHA
Weapon
Attack:
+4
to
hit,
reach
5
ft.
or
range
20/60
ft.,
17
(+3)
16
(+3)
17
(+3)
7
(−2)
12
(+1)
8
(−1)
one
creature.
Hit:
5
(1d6
+
2)
piercing
damage,
or
6
(1d8
+
2)
piercing
damage
if
used
with
two
hands
to
Senses
darkvision
60
ft.,
passive
Perception
11
make
a
melee
attack.
Languages
Common
Challenge
3
(700
XP)
Tail
Spike
Regrowth.
The
manticore
has
twenty-‐four
Monsters (M) tail
spikes.
Used
spikes
regrow
when
the
manticore
finishes
a
long
rest.
Magmin
Small
elemental,
chaotic
neutral
Armor
Class
14
(natural
armor)
Hit
Points
9
(2d6
+
2)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
329
Actions
surface
within
30
feet
of
it
and
in
an
area
of
bright
light,
the
medusa
is,
due
to
its
curse,
affected
by
its
own
Multiattack.
The
manticore
makes
three
attacks:
one
gaze.
with
its
bite
and
two
with
its
claws
or
three
with
its
tail
spikes.
Actions
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Multiattack.
The
medusa
makes
either
three
melee
target.
Hit:
7
(1d8
+
3)
piercing
damage.
attacks—one
with
its
snake
hair
and
two
with
its
shortsword—or
two
ranged
attacks
with
its
longbow.
Claw.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Snake
Hair.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
target.
Hit:
6
(1d6
+
3)
slashing
damage.
one
creature.
Hit:
4
(1d4
+
2)
piercing
damage
plus
14
(4d6)
poison
damage.
Tail
Spike.
Ranged
Weapon
Attack:
+5
to
hit,
range
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
100/200
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
damage.
Longbow.
Ranged
Weapon
Attack:
+5
to
hit,
range
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage
plus
7
(2d6)
poison
damage.
Medusa
Mephits
Medium
monstrosity,
lawful
evil
Dust
Mephit
Armor
Class
15
(natural
armor)
Small
elemental,
neutral
evil
Hit
Points
127
(17d8
+
51)
Armor
Class
12
Speed
30
ft.
Hit
Points
17
(5d6)
Speed
30
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
10
(+0)
15
(+2)
16
(+3)
12
(+1)
13
(+1)
15
(+2)
5
(−3)
14
(+2)
10
(+0)
9
(−1)
11
(+0)
10
(+0)
Skills
Deception
+5,
Insight
+4,
Perception
+4,
Stealth
Skills
Perception
+2,
Stealth
+4
+5
Damage
Vulnerabilities
fire
Damage
Immunities
poison
Senses
darkvision
60
ft.,
passive
Perception
14
Condition
Immunities
poisoned
Senses
darkvision
60
ft.,
passive
Perception
12
Languages
Common
Languages
Auran,
Terran
Challenge
1/2
(100
XP)
Challenge
6
(2,300
XP)
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
burst
of
dust.
Each
creature
within
5
feet
of
it
must
then
succeed
on
a
DC
10
Constitution
saving
throw
or
Petrifying
Gaze.
When
a
creature
that
can
see
the
be
blinded
for
1
minute.
A
blinded
creature
can
repeat
medusa’s
eyes
starts
its
turn
within
30
feet
of
the
the
saving
throw
on
each
of
its
turns,
ending
the
effect
medusa,
the
medusa
can
force
it
to
make
a
DC
14
on
itself
on
a
success.
Constitution
saving
throw
if
the
medusa
isn’t
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
incapacitated
and
can
see
the
creature.
If
the
saving
cast
sleep,
requiring
no
material
components.
Its
throw
fails
by
5
or
more,
the
creature
is
instantly
innate
spellcasting
ability
is
Charisma.
petrified.
Otherwise,
a
creature
that
fails
the
save
begins
to
turn
to
stone
and
is
restrained.
The
restrained
creature
must
repeat
the
saving
throw
at
the
end
of
its
next
turn,
becoming
petrified
on
a
failure
or
ending
the
effect
on
a
success.
The
petrification
lasts
until
the
creature
is
freed
by
the
greater
restoration
spell
or
other
magic.
Unless
surprised,
a
creature
can
avert
its
eyes
to
avoid
the
saving
throw
at
the
start
of
its
turn.
If
the
creature
does
so,
it
can’t
see
the
medusa
until
the
start
of
its
next
turn,
when
it
can
avert
its
eyes
again.
If
the
creature
looks
at
the
medusa
in
the
meantime,
it
must
immediately
make
the
save.
If
the
medusa
sees
itself
reflected
on
a
polished
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
330
Actions
(2d4)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
4
(1d4
+
2)
slashing
damage.
Magma
Mephit
Blinding
Breath
(Recharge
6).
The
mephit
exhales
a
15-‐
foot
cone
of
blinding
dust.
Each
creature
in
that
area
Small
elemental,
neutral
evil
must
succeed
on
a
DC
10
Dexterity
saving
throw
or
be
blinded
for
1
minute.
A
creature
can
repeat
the
saving
Armor
Class
11
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Hit
Points
22
(5d6
+
5)
Speed
30
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
Ice
Mephit
8
(−1)
12
(+1)
12
(+1)
7
(−2)
10
(+0)
10
(+0)
Small
elemental,
neutral
evil
Skills
Stealth
+3
Armor
Class
11
Damage
Vulnerabilities
cold
Damage
Immunities
fire,
poison
Hit
Points
21
(6d6)
Condition
Immunities
poisoned
Speed
30
ft.,
fly
30
ft.
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Ignan,
Terran
STR
DEX
CON
INT
WIS
CHA
Challenge
1/2
(100
XP)
7
(−2)
13
(+1)
10
(+0)
9
(−1)
11
(+0)
12
(+1)
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
Skills
Perception
+2,
Stealth
+3
burst
of
lava.
Each
creature
within
5
feet
of
it
must
make
a
DC
11
Dexterity
saving
throw,
taking
7
(2d6)
Damage
Vulnerabilities
bludgeoning,
fire
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Damage
Immunities
cold,
poison
False
Appearance.
While
the
mephit
remains
Condition
Immunities
poisoned
motionless,
it
is
indistinguishable
from
an
ordinary
mound
of
magma.
Senses
darkvision
60
ft.,
passive
Perception
12
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
Languages
Aquan,
Auran
cast
heat
metal
(spell
save
DC
10),
requiring
no
material
components.
Its
innate
spellcasting
ability
is
Challenge
1/2
(100
XP)
Charisma.
Actions
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
burst
of
jagged
ice.
Each
creature
within
5
feet
of
it
creature.
Hit:
3
(1d4
+
1)
slashing
damage
plus
2
(1d4)
must
make
a
DC
10
Dexterity
saving
throw,
taking
4
fire
damage.
(1d8)
slashing
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Fire
Breath
(Recharge
6).
The
mephit
exhales
a
15-‐foot
cone
of
fire.
Each
creature
in
that
area
must
make
a
DC
False
Appearance.
While
the
mephit
remains
11
Dexterity
saving
throw,
taking
7
(2d6)
fire
damage
motionless,
it
is
indistinguishable
from
an
ordinary
on
a
failed
save,
or
half
as
much
damage
on
a
shard
of
ice.
successful
one.
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
cast
fog
cloud,
requiring
no
material
components.
Its
innate
spellcasting
ability
is
Charisma.
Steam
Mephit
Actions
Small
elemental,
neutral
evil
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Armor
Class
10
creature.
Hit:
3
(1d4
+
1)
slashing
damage
plus
2
(1d4)
cold
damage.
Frost
Breath
(Recharge
6).
The
mephit
exhales
a
15-‐
foot
cone
of
cold
air.
Each
creature
in
that
area
must
succeed
on
a
DC
10
Dexterity
saving
throw,
taking
5
Not
for
resale.
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granted
to
print
or
photocopy
this
document
for
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use
only.
System
Reference
Document
5.1
331
Hit
Points
21
(6d6)
Actions
Speed
30
ft.,
fly
30
ft.
Spear.
Melee
or
Ranged
Weapon
Attack:
+2
to
hit,
STR
DEX
CON
INT
WIS
CHA
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
3
(1d6)
5
(−3)
11
(+0)
10
(+0)
11
(+0)
10
(+0)
12
(+1)
piercing
damage,
or
4
(1d8)
piercing
damage
if
used
with
two
hands
to
make
a
melee
attack.
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Senses
darkvision
60
ft.,
passive
Perception
10
Merrow
Languages
Aquan,
Ignan
Challenge
1/4
(50
XP)
Large
monstrosity,
chaotic
evil
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
Armor
Class
13
(natural
armor)
cloud
of
steam.
Each
creature
within
5
feet
of
the
Hit
Points
45
(6d10
+
12)
mephit
must
succeed
on
a
DC
10
Dexterity
saving
Speed
10
ft.,
swim
40
ft.
throw
or
take
4
(1d8)
fire
damage.
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
STR
DEX
CON
INT
WIS
CHA
cast
blur,
requiring
no
material
components.
Its
innate
18
(+4)
10
(+0)
15
(+2)
8
(−1)
10
(+0)
9
(−1)
spellcasting
ability
is
Charisma.
Senses
darkvision
60
ft.,
passive
Perception
10
Actions
Languages
Abyssal,
Aquan
Challenge
2
(450
XP)
Claws.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
creature.
Hit:
2
(1d4)
slashing
damage
plus
2
(1d4)
fire
Amphibious.
The
merrow
can
breathe
air
and
water.
damage.
Steam
Breath
(Recharge
6).
The
mephit
exhales
a
15-‐ Actions
foot
cone
of
scalding
steam.
Each
creature
in
that
area
must
succeed
on
a
DC
10
Dexterity
saving
throw,
taking
Multiattack.
The
merrow
makes
two
attacks:
one
with
4
(1d8)
fire
damage
on
a
failed
save,
or
half
as
much
its
bite
and
one
with
its
claws
or
harpoon.
damage
on
a
successful
one.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Merfolk
target.
Hit:
9
(2d4
+
4)
slashing
damage.
Harpoon.
Melee
or
Ranged
Weapon
Attack:
+6
to
hit,
Medium
humanoid
(merfolk),
neutral
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
11
(2d6
+
4)
piercing
damage.
If
the
target
is
a
Huge
or
smaller
Armor
Class
11
creature,
it
must
succeed
on
a
Strength
contest
against
Hit
Points
11
(2d8
+
2)
the
merrow
or
be
pulled
up
to
20
feet
toward
the
Speed
10
ft.,
swim
40
ft.
merrow.
STR
DEX
CON
INT
WIS
CHA
10
(+0)
13
(+1)
12
(+1)
11
(+0)
11
(+0)
12
(+1)
Mimic
Skills
Perception
+2
Medium
monstrosity
(shapechanger),
neutral
Senses
passive
Perception
12
Languages
Aquan,
Common
Armor
Class
12
(natural
armor)
Challenge
1/8
(25
XP)
Hit
Points
58
(9d8
+
18)
Speed
15
ft.
Amphibious.
The
merfolk
can
breathe
air
and
water.
STR
DEX
CON
INT
WIS
CHA
17
(+3)
12
(+1)
15
(+2)
5
(−3)
13
(+1)
8
(−1)
Skills
Stealth
+5
Damage
Immunities
acid
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
332
Condition
Immunities
prone
the
same
turn,
the
target
takes
an
extra
9
(2d8)
Senses
darkvision
60
ft.,
passive
Perception
11
piercing
damage.
If
the
target
is
a
creature,
it
must
Languages
—
succeed
on
a
DC
14
Strength
saving
throw
or
be
Challenge
2
(450
XP)
pushed
up
to
10
feet
away
and
knocked
prone.
Labyrinthine
Recall.
The
minotaur
can
perfectly
recall
Shapechanger.
The
mimic
can
use
its
action
to
any
path
it
has
traveled.
polymorph
into
an
object
or
back
into
its
true,
Reckless.
At
the
start
of
its
turn,
the
minotaur
can
gain
amorphous
form.
Its
statistics
are
the
same
in
each
advantage
on
all
melee
weapon
attack
rolls
it
makes
form.
Any
equipment
it
is
wearing
or
carrying
isn’t
during
that
turn,
but
attack
rolls
against
it
have
transformed.
It
reverts
to
its
true
form
if
it
dies.
advantage
until
the
start
of
its
next
turn.
Adhesive
(Object
Form
Only).
The
mimic
adheres
to
anything
that
touches
it.
A
Huge
or
smaller
creature
Actions
adhered
to
the
mimic
is
also
grappled
by
it
(escape
DC
13).
Ability
checks
made
to
escape
this
grapple
have
Greataxe.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
disadvantage.
one
target.
Hit:
17
(2d12
+
4)
slashing
damage.
False
Appearance
(Object
Form
Only).
While
the
mimic
Gore.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
remains
motionless,
it
is
indistinguishable
from
an
target.
Hit:
13
(2d8
+
4)
piercing
damage.
ordinary
object.
Grappler.
The
mimic
has
advantage
on
attack
rolls
against
any
creature
grappled
by
it.
Mummies
Actions
Mummy
Pseudopod.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
Medium
undead, lawful
evil
ft.,
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage.
If
the
mimic
is
in
object
form,
the
target
is
subjected
to
Armor
Class
11
(natural
armor)
its
Adhesive
trait.
Hit
Points
58
(9d8
+
18)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Speed
20
ft.
target.
Hit:
7
(1d8
+
3)
piercing
damage
plus
4
(1d8)
acid
damage.
STR
DEX
CON
INT
WIS
CHA
16
(+3)
8
(−1)
15
(+2)
6
(−2)
10
(+0)
12
(+1)
Minotaur
Saving
Throws
Wis
+2
Damage
Vulnerabilities
fire
Large
monstrosity,
chaotic
evil
Damage
Resistances
bludgeoning,
piercing,
and
Armor
Class
14
(natural
armor)
slashing
from
nonmagical
attacks
Hit
Points
76
(9d10
+
27)
Damage
Immunities
necrotic,
poison
Speed
40
ft.
Condition
Immunities
charmed,
exhaustion,
frightened,
STR
DEX
CON
INT
WIS
CHA
paralyzed,
poisoned
18
(+4)
11
(+0)
16
(+3)
6
(−2)
16
(+3)
9
(−1)
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
the
languages
it
knew
in
life
Skills
Perception
+7
Challenge
3
(700
XP)
Senses
darkvision
60
ft.,
passive
Perception
17
Languages
Abyssal
Actions
Challenge
3
(700
XP)
Multiattack.
The
mummy
can
use
its
Dreadful
Glare
Charge.
If
the
minotaur
moves
at
least
10
feet
straight
and
makes
one
attack
with
its
rotting
fist.
toward
a
target
and
then
hits
it
with
a
gore
attack
on
Rotting
Fist.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage
plus
10
(3d6)
necrotic
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
12
Constitution
saving
throw
or
be
cursed
with
mummy
rot.
The
cursed
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
333
target
can’t
regain
hit
points,
and
its
hit
point
1st
level
(4
slots):
command,
guiding
bolt,
shield
of
maximum
decreases
by
10
(3d6)
for
every
24
hours
faith
that
elapse.
If
the
curse
reduces
the
target’s
hit
point
maximum
to
0,
the
target
dies,
and
its
body
turns
to
2nd
level
(3
slots):
hold
person,
silence,
spiritual
dust.
The
curse
lasts
until
removed
by
the
remove
weapon
curse
spell
or
other
magic.
3rd
level
(3
slots):
animate
dead,
dispel
magic
Dreadful
Glare.
The
mummy
targets
one
creature
it
can
see
within
60
feet
of
it.
If
the
target
can
see
the
4th
level
(3
slots):
divination,
guardian
of
faith
mummy,
it
must
succeed
on
a
DC
11
Wisdom
saving
throw
against
this
magic
or
become
frightened
until
5th
level
(2
slots):
contagion,
insect
plague
the
end
of
the
mummy’s
next
turn.
If
the
target
fails
the
saving
throw
by
5
or
more,
it
is
also
paralyzed
for
6th
level
(1
slot):
harm
the
same
duration.
A
target
that
succeeds
on
the
saving
throw
is
immune
to
the
Dreadful
Glare
of
all
Actions
mummies
(but
not
mummy
lords)
for
the
next
24
hours.
Multiattack.
The
mummy
can
use
its
Dreadful
Glare
and
makes
one
attack
with
its
rotting
fist.
Mummy
Lord
Rotting
Fist.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(3d6
+
4)
bludgeoning
damage
Medium
undead,
lawful
evil
plus
21
(6d6)
necrotic
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
16
Constitution
Armor
Class
17
(natural
armor)
saving
throw
or
be
cursed
with
mummy
rot.
The
cursed
target
can’t
regain
hit
points,
and
its
hit
point
Hit
Points
97
(13d8
+
39)
maximum
decreases
by
10
(3d6)
for
every
24
hours
that
elapse.
If
the
curse
reduces
the
target’s
hit
point
Speed
20
ft.
maximum
to
0,
the
target
dies,
and
its
body
turns
to
dust.
The
curse
lasts
until
removed
by
the
remove
STR
DEX
CON
INT
WIS
CHA
curse
spell
or
other
magic.
18
(+4)
10
(+0)
17
(+3)
11
(+0)
18
(+4)
16
(+3)
Dreadful
Glare.
The
mummy
lord
targets
one
creature
it
can
see
within
60
feet
of
it.
If
the
target
can
see
the
Saving
Throws
Con
+8,
Int
+5,
Wis
+9,
Cha
+8
mummy
lord,
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
against
this
magic
or
become
frightened
Skills
History
+5,
Religion
+5
until
the
end
of
the
mummy’s
next
turn.
If
the
target
fails
the
saving
throw
by
5
or
more,
it
is
also
paralyzed
Damage
Vulnerabilities
fire
for
the
same
duration.
A
target
that
succeeds
on
the
saving
throw
is
immune
to
the
Dreadful
Glare
of
all
Damage
Immunities
necrotic,
poison;
bludgeoning,
mummies
and
mummy
lords
for
the
next
24
hours.
piercing,
and
slashing
from
nonmagical
attacks
Legendary
Actions
Condition
Immunities
charmed,
exhaustion,
frightened,
paralyzed,
poisoned
The
mummy
lord
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
Senses
darkvision
60
ft.,
passive
Perception
14
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creature’s
turn.
The
mummy
lord
regains
Languages
the
languages
it
knew
in
life
spent
legendary
actions
at
the
start
of
its
turn.
Challenge
15
(13,000
XP)
Attack.
The
mummy
lord
makes
one
attack
with
its
rotting
fist
or
uses
its
Dreadful
Glare.
Blinding
Dust.
Blinding
dust
and
sand
swirls
magically
Magic
Resistance.
The
mummy
lord
has
advantage
on
around
the
mummy
lord.
Each
creature
within
5
feet
saving
throws
against
spells
and
other
magical
effects.
of
the
mummy
lord
must
succeed
on
a
DC
16
Constitution
saving
throw
or
be
blinded
until
the
end
Rejuvenation.
A
destroyed
mummy
lord
gains
a
new
of
the
creature’s
next
turn.
body
in
24
hours
if
its
heart
is
intact,
regaining
all
its
hit
points
and
becoming
active
again.
The
new
body
appears
within
5
feet
of
the
mummy
lord’s
heart.
Spellcasting.
The
mummy
lord
is
a
10th-‐level
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
DC
17,
+9
to
hit
with
spell
attacks).
The
mummy
lord
has
the
following
cleric
spells
prepared:
Cantrips
(at
will):
sacred
flame,
thaumaturgy
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
334
Blasphemous
Word
(Costs
2
Actions).
The
mummy
components
to
cast
its
spells.
It
has
the
following
cleric
lord
utters
a
blasphemous
word.
Each
non-‐undead
spells
prepared:
creature
within
10
feet
of
the
mummy
lord
that
can
Cantrips
(at
will):
mending,
sacred
flame,
thaumaturgy
hear
the
magical
utterance
must
succeed
on
a
DC
16
1st
level
(4
slots):
command,
cure
wounds,
shield
of
Constitution
saving
throw
or
be
stunned
until
the
end
of
the
mummy
lord’s
next
turn.
faith
2nd
level
(3
slots):
calm
emotions,
hold
person
Channel
Negative
Energy
(Costs
2
Actions).
The
3rd
level
(3
slots):
bestow
curse,
clairvoyance
mummy
lord
magically
unleashes
negative
energy.
4th
level
(3
slots):
banishment,
freedom
of
movement
Creatures
within
60
feet
of
the
mummy
lord,
5th
level
(2
slots):
flame
strike,
geas
including
ones
behind
barriers
and
around
corners,
6th
level
(1
slot):
true
seeing
can’t
regain
hit
points
until
the
end
of
the
mummy
lord’s
next
turn.
Actions
Whirlwind
of
Sand
(Costs
2
Actions).
The
mummy
lord
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
magically
transforms
into
a
whirlwind
of
sand,
moves
creature.
Hit:
8
(1d8
+
4)
piercing
damage,
and
the
up
to
60
feet,
and
reverts
to
its
normal
form.
While
target
must
make
a
DC
15
Constitution
saving
throw,
in
whirlwind
form,
the
mummy
lord
is
immune
to
all
taking
45
(10d8)
poison
damage
on
a
failed
save,
or
damage,
and
it
can’t
be
grappled,
petrified,
knocked
half
as
much
damage
on
a
successful
one.
prone,
restrained,
or
stunned.
Equipment
worn
or
Spit
Poison.
Ranged
Weapon
Attack:
+8
to
hit,
range
carried
by
the
mummy
lord
remain
in
its
possession.
15/30
ft.,
one
creature.
Hit:
The
target
must
make
a
DC
15
Constitution
saving
throw,
taking
45
(10d8)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Monsters (N)
Spirit
Naga
Nagas Large
monstrosity,
chaotic
evil
Guardian
Naga
Armor
Class
15
(natural
armor)
Hit
Points
75
(10d10
+
20)
Large
monstrosity,
lawful
good
Speed
40
ft.
Armor
Class
18
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
18
(+4)
17
(+3)
14
(+2)
16
(+3)
15
(+2)
16
(+3)
Hit
Points
127
(15d10
+
45)
Saving
Throws
Dex
+6,
Con
+5,
Wis
+5,
Cha
+6
Speed
40
ft.
Damage
Immunities
poison
Condition
Immunities
charmed,
poisoned
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
60
ft.,
passive
Perception
12
19
(+4)
18
(+4)
16
(+3)
16
(+3)
19
(+4)
18
(+4)
Languages
Abyssal,
Common
Challenge
8
(3,900
XP)
Saving
Throws
Dex
+8,
Con
+7,
Int
+7,
Wis
+8,
Cha
+8
Damage
Immunities
poison
Rejuvenation.
If
it
dies,
the
naga
returns
to
life
in
1d6
Condition
Immunities
charmed,
poisoned
days
and
regains
all
its
hit
points.
Only
a
wish
spell
can
prevent
this
trait
from
functioning.
Senses
darkvision
60
ft.,
passive
Perception
14
Spellcasting.
The
naga
is
a
10th-‐level
spellcaster.
Its
Languages
Celestial,
Common
spellcasting
ability
is
Intelligence
(spell
save
DC
14,
+6
Challenge
10
(5,900
XP)
to
hit
with
spell
attacks),
and
it
needs
only
verbal
Rejuvenation.
If
it
dies,
the
naga
returns
to
life
in
1d6
days
and
regains
all
its
hit
points.
Only
a
wish
spell
can
prevent
this
trait
from
functioning.
Spellcasting.
The
naga
is
an
11th-‐level
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
DC
16,
+8
to
hit
with
spell
attacks),
and
it
needs
only
verbal
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
335
components
to
cast
its
spells.
It
has
the
following
Monsters (O)
wizard
spells
prepared:
Cantrips
(at
will):
mage
hand,
minor
illusion,
ray
of
frost
Ogre
1st
level
(4
slots):
charm
person,
detect
magic,
sleep
2nd
level
(3
slots):
detect
thoughts,
hold
person
Large
giant,
chaotic
evil
3rd
level
(3
slots):
lightning
bolt,
water
breathing
4th
level
(3
slots):
blight,
dimension
door
Armor
Class
11
(hide
armor)
5th
level
(2
slots):
dominate
person
Hit
Points
59
(7d10
+
21)
Speed
40
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
19
(+4)
8
(−1)
16
(+3)
5
(−3)
7
(−2)
7
(−2)
creature.
Hit:
7
(1d6
+
4)
piercing
damage,
and
the
target
must
make
a
DC
13
Constitution
saving
throw,
Senses
darkvision
60
ft.,
passive
Perception
8
taking
31
(7d8)
poison
damage
on
a
failed
save,
or
half
Languages
Common,
Giant
as
much
damage
on
a
successful
one.
Challenge
2
(450
XP)
Actions
Nightmare
Greatclub.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Large
fiend,
neutral
evil
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Javelin.
Melee
or
Ranged
Weapon
Attack:
+6
to
hit,
Armor
Class
13
(natural
armor)
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
11
(2d6
Hit
Points
68
(8d10
+
24)
+
4)
piercing
damage.
Speed
60
ft.,
fly
90
ft.
STR
DEX
CON
INT
WIS
CHA
Oni
18
(+4)
15
(+2)
16
(+3)
10
(+0)
13
(+1)
15
(+2)
Large
giant,
lawful
evil
Damage
Immunities
fire
Senses
passive
Perception
11
Armor
Class
16
(chain
mail)
Languages
understands
Abyssal,
Common,
and
Infernal
Hit
Points
110
(13d10
+
39)
Speed
30
ft.,
fly
30
ft.
but
can’t
speak
Challenge
3
(700
XP)
STR
DEX
CON
INT
WIS
CHA
19
(+4)
11
(+0)
16
(+3)
14
(+2)
12
(+1)
15
(+2)
Confer
Fire
Resistance.
The
nightmare
can
grant
resistance
to
fire
damage
to
anyone
riding
it.
Saving
Throws
Dex
+3,
Con
+6,
Wis
+4,
Cha
+5
Illumination.
The
nightmare
sheds
bright
light
in
a
10-‐ Skills
Arcana
+5,
Deception
+8,
Perception
+4
foot
radius
and
dim
light
for
an
additional
10
feet.
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Common,
Giant
Actions
Challenge
7
(2,900
XP)
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Innate
Spellcasting.
The
oni’s
innate
spellcasting
ability
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage
plus
is
Charisma
(spell
save
DC
13).
The
oni
can
innately
cast
7
(2d6)
fire
damage.
the
following
spells,
requiring
no
material
components:
Ethereal
Stride.
The
nightmare
and
up
to
three
willing
At
will:
darkness,
invisibility
creatures
within
5
feet
of
it
magically
enter
the
1/day
each:
charm
person,
cone
of
cold,
gaseous
form,
Ethereal
Plane
from
the
Material
Plane,
or
vice
versa.
sleep
Magic
Weapons.
The
oni’s
weapon
attacks
are
magical.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
336
Regeneration.
The
oni
regains
10
hit
points
at
the
start
ammunition
made
of
metal
or
wood
that
hits
the
of
its
turn
if
it
has
at
least
1
hit
point.
pudding
is
destroyed
after
dealing
damage.
The
pudding
can
eat
through
2-‐inch-‐thick,
Actions
nonmagical
wood
or
metal
in
1
round.
Multiattack.
The
oni
makes
two
attacks,
either
with
its
Spider
Climb.
The
pudding
can
climb
difficult
surfaces,
claws
or
its
glaive.
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
Claw
(Oni
Form
Only).
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
slashing
damage.
Actions
Glaive.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
Pseudopod.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
one
target.
Hit:
15
(2d10
+
4)
slashing
damage,
or
9
ft.,
one
target.
Hit:
6
(1d6
+
3)
bludgeoning
damage
(1d10
+
4)
slashing
damage
in
Small
or
Medium
form.
plus
18
(4d8)
acid
damage.
In
addition,
nonmagical
armor
worn
by
the
target
is
partly
dissolved
and
takes
Change
Shape.
The
oni
magically
polymorphs
into
a
a
permanent
and
cumulative
−1
penalty
to
the
AC
it
Small
or
Medium
humanoid,
into
a
Large
giant,
or
back
offers.
The
armor
is
destroyed
if
the
penalty
reduces
its
into
its
true
form.
Other
than
its
size,
its
statistics
are
AC
to
10.
the
same
in
each
form.
The
only
equipment
that
is
transformed
is
its
glaive,
which
shrinks
so
that
it
can
be
Reactions
wielded
in
humanoid
form.
If
the
oni
dies,
it
reverts
to
its
true
form,
and
its
glaive
reverts
to
its
normal
size.
Split.
When
a
pudding
that
is
Medium
or
larger
is
subjected
to
lightning
or
slashing
damage,
it
splits
into
two
new
puddings
if
it
has
at
least
10
hit
points.
Each
new
pudding
has
hit
points
equal
to
half
the
original
Oozes pudding’s,
rounded
down.
New
puddings
are
one
size
smaller
than
the
original
pudding.
Black
Pudding
Large
ooze,
unaligned
Gelatinous
Cube
Armor
Class
7
Large
ooze,
unaligned
Hit
Points
85
(10d10
+
30)
Speed
20
ft.,
climb
20
ft.
Armor
Class
6
STR
DEX
CON
INT
WIS
CHA
Hit
Points
84
(8d10
+
40)
16
(+3)
5
(−3)
16
(+3)
1
(−5)
6
(−2)
1
(−5)
Speed
15
ft.
Damage
Immunities
acid,
cold,
lightning,
slashing
Condition
Immunities
blinded,
charmed,
deafened,
STR
DEX
CON
INT
WIS
CHA
exhaustion,
frightened,
prone
14
(+2)
3
(−4)
20
(+5)
1
(−5)
6
(−2)
1
(−5)
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
Condition
Immunities
blinded,
charmed,
deafened,
passive
Perception
8
exhaustion,
frightened,
prone
Languages
—
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
Challenge
4
(1,100
XP)
passive
Perception
8
Languages
—
Amorphous.
The
pudding
can
move
through
a
space
as
narrow
as
1
inch
wide
without
squeezing.
Challenge
2
(450
XP)
Corrosive
Form.
A
creature
that
touches
the
pudding
or
hits
it
with
a
melee
attack
while
within
5
feet
of
it
takes
4
(1d8)
acid
damage.
Any
nonmagical
weapon
made
of
Ooze
Cube.
The
cube
takes
up
its
entire
space.
Other
metal
or
wood
that
hits
the
pudding
corrodes.
After
creatures
can
enter
the
space,
but
a
creature
that
does
dealing
damage,
the
weapon
takes
a
permanent
and
so
is
subjected
to
the
cube’s
Engulf
and
has
cumulative
−1
penalty
to
damage
rolls.
If
its
penalty
disadvantage
on
the
saving
throw.
drops
to
−5,
the
weapon
is
destroyed.
Nonmagical
Creatures
inside
the
cube
can
be
seen
but
have
total
cover.
A
creature
within
5
feet
of
the
cube
can
take
an
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
337
action
to
pull
a
creature
or
object
out
of
the
cube.
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
Doing
so
requires
a
successful
DC
12
Strength
check,
passive
Perception
8
and
the
creature
making
the
attempt
takes
10
(3d6)
acid
damage.
Languages
—
The
cube
can
hold
only
one
Large
creature
or
up
to
Challenge
1/2
(100
XP)
four
Medium
or
smaller
creatures
inside
it
at
a
time.
Transparent.
Even
when
the
cube
is
in
plain
sight,
it
Amorphous.
The
ooze
can
move
through
a
space
as
takes
a
successful
DC
15
Wisdom
(Perception)
check
to
narrow
as
1
inch
wide
without
squeezing.
spot
a
cube
that
has
neither
moved
nor
attacked.
A
creature
that
tries
to
enter
the
cube’s
space
while
Corrode
Metal.
Any
nonmagical
weapon
made
of
unaware
of
the
cube
is
surprised
by
the
cube.
metal
that
hits
the
ooze
corrodes.
After
dealing
damage,
the
weapon
takes
a
permanent
and
Actions
cumulative
−1
penalty
to
damage
rolls.
If
its
penalty
drops
to
−5,
the
weapon
is
destroyed.
Nonmagical
Pseudopod.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ammunition
made
of
metal
that
hits
the
ooze
is
ft.,
one
creature.
Hit:
10
(3d6)
acid
damage.
destroyed
after
dealing
damage.
The
ooze
can
eat
through
2-‐inch-‐thick,
nonmagical
Engulf.
The
cube
moves
up
to
its
speed.
While
doing
so,
metal
in
1
round.
it
can
enter
Large
or
smaller
creatures’
spaces.
Whenever
the
cube
enters
a
creature’s
space,
the
False
Appearance.
While
the
ooze
remains
motionless,
creature
must
make
a
DC
12
Dexterity
saving
throw.
it
is
indistinguishable
from
an
oily
pool
or
wet
rock.
On
a
successful
save,
the
creature
can
choose
to
be
pushed
5
feet
back
or
to
the
side
of
the
cube.
A
Actions
creature
that
chooses
not
to
be
pushed
suffers
the
consequences
of
a
failed
saving
throw.
Pseudopod.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
On
a
failed
save,
the
cube
enters
the
creature’s
ft.,
one
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage
space,
and
the
creature
takes
10
(3d6)
acid
damage
plus
7
(2d6)
acid
damage,
and
if
the
target
is
wearing
and
is
engulfed.
The
engulfed
creature
can’t
breathe,
is
nonmagical
metal
armor,
its
armor
is
partly
corroded
restrained,
and
takes
21
(6d6)
acid
damage
at
the
start
and
takes
a
permanent
and
cumulative
−1
penalty
to
of
each
of
the
cube’s
turns.
When
the
cube
moves,
the
the
AC
it
offers.
The
armor
is
destroyed
if
the
penalty
engulfed
creature
moves
with
it.
reduces
its
AC
to
10.
An
engulfed
creature
can
try
to
escape
by
taking
an
action
to
make
a
DC
12
Strength
check.
On
a
success,
the
creature
escapes
and
enters
a
space
of
its
choice
within
5
feet
of
the
cube.
Ochre
Jelly
Large
ooze,
unaligned
Gray
Ooze
Armor
Class
8
Medium
ooze,
unaligned
Hit
Points
45
(6d10
+
12)
Speed
10
ft.,
climb
10
ft.
Armor
Class
8
STR
DEX
CON
INT
WIS
CHA
Hit
Points
22
(3d8
+
9)
15
(+2)
6
(−2)
14
(+2)
2
(−4)
6
(−2)
1
(−5)
Speed
10
ft.,
climb
10
ft.
Damage
Resistances
acid
Damage
Immunities
lightning,
slashing
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
blinded,
charmed,
deafened,
12
(+1)
6
(−2)
16
(+3)
1
(−5)
6
(−2)
2
(−4)
exhaustion,
frightened,
prone
Skills
Stealth
+2
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
passive
Perception
8
Damage
Resistances
acid,
cold,
fire
Languages
—
Condition
Immunities
blinded,
charmed,
deafened,
Challenge
2
(450
XP)
exhaustion,
frightened,
prone
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
338
Amorphous.
The
jelly
can
move
through
a
space
as
Hit
Points
114
(12d10
+
48)
narrow
as
1
inch
wide
without
squeezing.
Spider
Climb.
The
jelly
can
climb
difficult
surfaces,
Speed
30
ft.
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
STR
DEX
CON
INT
WIS
CHA
Actions
16
(+3)
11
(+0)
19
(+4)
6
(−2)
13
(+1)
6
(−2)
Pseudopod.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Saving
Throws
Con
+7
ft.,
one
target.
Hit:
9
(2d6
+
2)
bludgeoning
damage
plus
3
(1d6)
acid
damage.
Senses
darkvision
120
ft.,
passive
Perception
11
Reactions
Languages
Otyugh
Split.
When
a
jelly
that
is
Medium
or
larger
is
subjected
Challenge
5
(1,800
XP)
to
lightning
or
slashing
damage,
it
splits
into
two
new
jellies
if
it
has
at
least
10
hit
points.
Each
new
jelly
has
hit
points
equal
to
half
the
original
jelly’s,
rounded
down.
New
jellies
are
one
size
smaller
than
the
original
Limited
Telepathy.
The
otyugh
can
magically
transmit
jelly.
simple
messages
and
images
to
any
creature
within
120
feet
of
it
that
can
understand
a
language.
This
form
of
telepathy
doesn’t
allow
the
receiving
creature
Orc
to
telepathically
respond.
Medium
humanoid
(orc),
chaotic
evil
Actions
Armor
Class
13
(hide
armor)
Multiattack.
The
otyugh
makes
three
attacks:
one
with
Hit
Points
15
(2d8
+
6)
its
bite
and
two
with
its
tentacles.
Speed
30
ft.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
12
(2d8
+
3)
piercing
damage.
If
the
target
is
16
(+3)
12
(+1)
16
(+3)
7
(−2)
11
(+0)
10
(+0)
a
creature,
it
must
succeed
on
a
DC
15
Constitution
saving
throw
against
disease
or
become
poisoned
until
Skills
Intimidation
+2
the
disease
is
cured.
Every
24
hours
that
elapse,
the
Senses
darkvision
60
ft.,
passive
Perception
10
target
must
repeat
the
saving
throw,
reducing
its
hit
Languages
Common,
Orc
point
maximum
by
5
(1d10)
on
a
failure.
The
disease
is
Challenge
1/2
(100
XP)
cured
on
a
success.
The
target
dies
if
the
disease
reduces
its
hit
point
maximum
to
0.
This
reduction
to
Aggressive.
As
a
bonus
action,
the
orc
can
move
up
to
the
target’s
hit
point
maximum
lasts
until
the
disease
is
its
speed
toward
a
hostile
creature
that
it
can
see.
cured.
Actions
Tentacle.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage
plus
4
Greataxe.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
(1d8)
piercing
damage.
If
the
target
is
Medium
or
one
target.
Hit:
9
(1d12
+
3)
slashing
damage.
smaller,
it
is
grappled
(escape
DC
13)
and
restrained
Javelin.
Melee
or
Ranged
Weapon
Attack:
+5
to
hit,
until
the
grapple
ends.
The
otyugh
has
two
tentacles,
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
6
(1d6
+
each
of
which
can
grapple
one
target.
3)
piercing
damage.
Tentacle
Slam.
The
otyugh
slams
creatures
grappled
by
it
into
each
other
or
a
solid
surface.
Each
creature
must
Otyugh
succeed
on
a
DC
14
Constitution
saving
throw
or
take
10
(2d6
+
3)
bludgeoning
damage
and
be
stunned
until
Large
aberration,
neutral
the
end
of
the
otyugh’s
next
turn.
On
a
successful
save,
the
target
takes
half
the
bludgeoning
damage
and
isn’t
Armor
Class
14
(natural
armor)
stunned.
Owlbear
Large
monstrosity,
unaligned
Armor
Class
13
(natural
armor)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
339
Hit
Points
59
(7d10
+
21)
Pseudodragon
Speed
40
ft.
Tiny
dragon,
neutral
good
STR
DEX
CON
INT
WIS
CHA
20
(+5)
12
(+1)
17
(+3)
3
(−4)
12
(+1)
7
(−2)
Armor
Class
13
(natural
armor)
Hit
Points
7
(2d4
+
2)
Skills
Perception
+3
Speed
15
ft.,
fly
60
ft.
Senses
darkvision
60
ft.,
passive
Perception
13
Languages
—
STR
DEX
CON
INT
WIS
CHA
Challenge
3
(700
XP)
6
(−2)
15
(+2)
13
(+1)
10
(+0)
12
(+1)
10
(+0)
Keen
Sight
and
Smell.
The
owlbear
has
advantage
on
Skills
Perception
+3,
Stealth
+4
Wisdom
(Perception)
checks
that
rely
on
sight
or
smell.
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Actions
Perception
13
Multiattack.
The
owlbear
makes
two
attacks:
one
with
Languages
understands
Common
and
Draconic
but
its
beak
and
one
with
its
claws.
Beak.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
can’t
speak
creature.
Hit:
10
(1d10
+
5)
piercing
damage.
Challenge
1/4
(50
XP)
Claws.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(2d8
+
5)
slashing
damage.
Keen
Senses.
The
pseudodragon
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
sight,
hearing,
or
smell.
Monsters (P) Magic
Resistance.
The
pseudodragon
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Limited
Telepathy.
The
pseudodragon
can
magically
Pegasus
communicate
simple
ideas,
emotions,
and
images
telepathically
with
any
creature
within
100
feet
of
it
Large
celestial,
chaotic
good
that
can
understand
a
language.
Armor
Class
12
Actions
Hit
Points
59
(7d10
+
21)
Speed
60
ft.,
fly
90
ft.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d4
+
2)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
Sting.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
18
(+4)
15
(+2)
16
(+3)
10
(+0)
15
(+2)
13
(+1)
creature.
Hit:
4
(1d4
+
2)
piercing
damage,
and
the
target
must
succeed
on
a
DC
11
Constitution
saving
Saving
Throws
Dex
+4,
Wis
+4,
Cha
+3
throw
or
become
poisoned
for
1
hour.
If
the
saving
Skills
Perception
+6
throw
fails
by
5
or
more,
the
target
falls
unconscious
Senses
passive
Perception
16
for
the
same
duration,
or
until
it
takes
damage
or
Languages
understands
Celestial,
Common,
Elvish,
and
another
creature
uses
an
action
to
shake
it
awake.
Sylvan
but
can’t
speak
Challenge
2
(450
XP)
Purple
Worm
Actions
Gargantuan
monstrosity,
unaligned
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Armor
Class
18
(natural
armor)
Hit
Points
247
(15d20
+
90)
Speed
50
ft.,
burrow
30
ft.
STR
DEX
CON
INT
WIS
CHA
28
(+9)
7
(−2)
22
(+6)
1
(−5)
8
(−1)
4
(−3)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
340
Saving
Throws
Con
+11,
Wis
+4
Skills
Deception
+10,
Insight
+8
Senses
blindsight
30
ft.,
tremorsense
60
ft.,
passive
Damage
Vulnerabilities
piercing
from
magic
weapons
Perception
9
wielded
by
good
creatures
Languages
—
Damage
Immunities
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Challenge
15
(13,000
XP)
Senses
darkvision
60
ft.,
passive
Perception
13
Languages
Common,
Infernal
Tunneler.
The
worm
can
burrow
through
solid
rock
at
half
its
burrow
speed
and
leaves
a
10-‐foot-‐diameter
Challenge
13
(10,000
XP)
tunnel
in
its
wake.
Actions
Limited
Magic
Immunity.
The
rakshasa
can’t
be
Multiattack.
The
worm
makes
two
attacks:
one
with
its
affected
or
detected
by
spells
of
6th
level
or
lower
bite
and
one
with
its
stinger.
unless
it
wishes
to
be.
It
has
advantage
on
saving
throws
against
all
other
spells
and
magical
effects.
Bite.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
target.
Hit:
22
(3d8
+
9)
piercing
damage.
If
the
target
is
Innate
Spellcasting.
The
rakshasa’s
innate
spellcasting
a
Large
or
smaller
creature,
it
must
succeed
on
a
DC
19
ability
is
Charisma
(spell
save
DC
18,
+10
to
hit
with
Dexterity
saving
throw
or
be
swallowed
by
the
worm.
A
spell
attacks).
The
rakshasa
can
innately
cast
the
swallowed
creature
is
blinded
and
restrained,
it
has
following
spells,
requiring
no
material
components:
total
cover
against
attacks
and
other
effects
outside
the
worm,
and
it
takes
21
(6d6)
acid
damage
at
the
At
will:
detect
thoughts,
disguise
self,
mage
hand,
start
of
each
of
the
worm’s
turns.
minor
illusion
If
the
worm
takes
30
damage
or
more
on
a
single
turn
from
a
creature
inside
it,
the
worm
must
succeed
3/day
each:
charm
person,
detect
magic,
invisibility,
on
a
DC
21
Constitution
saving
throw
at
the
end
of
that
major
image,
suggestion
turn
or
regurgitate
all
swallowed
creatures,
which
fall
prone
in
a
space
within
10
feet
of
the
worm.
If
the
1/day
each:
dominate
person,
fly,
plane
shift,
true
worm
dies,
a
swallowed
creature
is
no
longer
seeing
restrained
by
it
and
can
escape
from
the
corpse
by
using
20
feet
of
movement,
exiting
prone.
Actions
Tail
Stinger.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
Multiattack.
The
rakshasa
makes
two
claw
attacks.
ft.,
one
creature.
Hit:
19
(3d6
+
9)
piercing
damage,
and
the
target
must
make
a
DC
19
Constitution
saving
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
throw,
taking
42
(12d6)
poison
damage
on
a
failed
save,
target.
Hit:
9
(2d6
+
2)
slashing
damage,
and
the
target
or
half
as
much
damage
on
a
successful
one.
is
cursed
if
it
is
a
creature.
The
magical
curse
takes
effect
whenever
the
target
takes
a
short
or
long
rest,
filling
the
target’s
thoughts
with
horrible
images
and
dreams.
The
cursed
target
gains
no
benefit
from
Monsters (R) finishing
a
short
or
long
rest.
The
curse
lasts
until
it
is
lifted
by
a
remove
curse
spell
or
similar
magic.
Rakshasa
Remorhaz
Medium
fiend,
lawful
evil
Huge
monstrosity,
unaligned
Armor
Class
16
(natural
armor)
Armor
Class
17
(natural
armor)
Hit
Points
110
(13d8
+
52)
Hit
Points
195
(17d12
+
85)
Speed
40
ft.
Speed
30
ft.,
burrow
20
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
14
(+2)
17
(+3)
18
(+4)
13
(+1)
16
(+3)
20
(+5)
24
(+7)
13
(+1)
21
(+5)
4
(−3)
10
(+0)
5
(−3)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
341
Damage
Immunities
cold,
fire
Challenge
11
(7,200
XP)
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
Keen
Sight.
The
roc
has
advantage
on
Wisdom
Perception
10
(Perception)
checks
that
rely
on
sight.
Languages
—
Actions
Challenge
11
(7,200
XP)
Multiattack.
The
roc
makes
two
attacks:
one
with
its
beak
and
one
with
its
talons.
Beak.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
Heated
Body.
A
creature
that
touches
the
remorhaz
or
one
target.
Hit:
27
(4d8
+
9)
piercing
damage.
hits
it
with
a
melee
attack
while
within
5
feet
of
it
takes
10
(3d6)
fire
damage.
Talons.
Melee
Weapon
Attack:
+13
to
hit,
reach
5
ft.,
one
target.
Hit:
23
(4d6
+
9)
slashing
damage,
and
the
Actions
target
is
grappled
(escape
DC
19).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
roc
can’t
use
its
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
talons
on
another
target.
one
target.
Hit:
40
(6d10
+
7)
piercing
damage
plus
10
(3d6)
fire
damage.
If
the
target
is
a
creature,
it
is
grappled
(escape
DC
17).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
remorhaz
can’t
bite
Roper
another
target.
Large
monstrosity,
neutral
evil
Swallow.
The
remorhaz
makes
one
bite
attack
against
a
Medium
or
smaller
creature
it
is
grappling.
If
the
Armor
Class
20
(natural
armor)
attack
hits,
that
creature
takes
the
bite’s
damage
and
is
swallowed,
and
the
grapple
ends.
While
swallowed,
the
Hit
Points
93
(11d10
+
33)
creature
is
blinded
and
restrained,
it
has
total
cover
against
attacks
and
other
effects
outside
the
remorhaz,
Speed
10
ft.,
climb
10
ft.
and
it
takes
21
(6d6)
acid
damage
at
the
start
of
each
of
the
remorhaz’s
turns.
STR
DEX
CON
INT
WIS
CHA
If
the
remorhaz
takes
30
damage
or
more
on
a
single
18
(+4)
8
(−1)
17
(+3)
7
(−2)
16
(+3)
6
(−2)
turn
from
a
creature
inside
it,
the
remorhaz
must
succeed
on
a
DC
15
Constitution
saving
throw
at
the
Skills
Perception
+6,
Stealth
+5
end
of
that
turn
or
regurgitate
all
swallowed
creatures,
which
fall
prone
in
a
space
within
10
feet
of
the
Senses
darkvision
60
ft.,
passive
Perception
16
remorhaz.
If
the
remorhaz
dies,
a
swallowed
creature
is
Languages
—
no
longer
restrained
by
it
and
can
escape
from
the
Challenge
5
(1,800
XP)
corpse
using
15
feet
of
movement,
exiting
prone.
False
Appearance.
While
the
roper
remains
motionless,
it
is
indistinguishable
from
a
normal
cave
formation,
Roc
such
as
a
stalagmite.
Gargantuan
monstrosity,
unaligned
Grasping
Tendrils.
The
roper
can
have
up
to
six
tendrils
at
a
time.
Each
tendril
can
be
attacked
(AC
20;
10
hit
Armor
Class
15
(natural
armor)
points;
immunity
to
poison
and
psychic
damage).
Destroying
a
tendril
deals
no
damage
to
the
roper,
Hit
Points
248
(16d20
+
80)
which
can
extrude
a
replacement
tendril
on
its
next
turn.
A
tendril
can
also
be
broken
if
a
creature
takes
an
Speed
20
ft.,
fly
120
ft.
action
and
succeeds
on
a
DC
15
Strength
check
against
it.
STR
DEX
CON
INT
WIS
CHA
Spider
Climb.
The
roper
can
climb
difficult
surfaces,
28
(+9)
10
(+0)
20
(+5)
3
(−4)
10
(+0)
9
(−1)
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+3
Skills
Perception
+4
Senses
passive
Perception
14
Languages
—
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
342
Actions
metal
shield
being
worn
or
carried,
its
takes
a
permanent
and
cumulative
−1
penalty
to
the
AC
it
Multiattack.
The
roper
makes
four
attacks
with
its
offers.
Armor
reduced
to
an
AC
of
10
or
a
shield
that
tendrils,
uses
Reel,
and
makes
one
attack
with
its
bite.
drops
to
a
+0
bonus
is
destroyed.
If
the
object
touched
is
a
held
metal
weapon,
it
rusts
as
described
in
the
Rust
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Metal
trait.
target.
Hit:
22
(4d8
+
4)
piercing
damage.
Tendril.
Melee
Weapon
Attack:
+7
to
hit,
reach
50
ft.,
Monsters (S)
one
creature.
Hit:
The
target
is
grappled
(escape
DC
15).
Until
the
grapple
ends,
the
target
is
restrained
and
has
disadvantage
on
Strength
checks
and
Strength
saving
throws,
and
the
roper
can’t
use
the
same
tendril
on
Sahuagin
another
target.
Medium
humanoid
(sahuagin),
lawful
evil
Reel.
The
roper
pulls
each
creature
grappled
by
it
up
to
25
feet
straight
toward
it.
Armor
Class
12
(natural
armor)
Hit
Points
22
(4d8
+
4)
Speed
30
ft.,
swim
40
ft.
Rust
Monster
STR
DEX
CON
INT
WIS
CHA
13
(+1)
11
(+0)
12
(+1)
12
(+1)
13
(+1)
9
(−1)
Medium
monstrosity,
unaligned
Skills
Perception
+5
Armor
Class
14
(natural
armor)
Senses
darkvision
120
ft.,
passive
Perception
15
Languages
Sahuagin
Hit
Points
27
(5d8
+
5)
Challenge
1/2
(100
XP)
Speed
40
ft.
Blood
Frenzy.
The
sahuagin
has
advantage
on
melee
attack
rolls
against
any
creature
that
doesn’t
have
all
STR
DEX
CON
INT
WIS
CHA
its
hit
points.
Limited
Amphibiousness.
The
sahuagin
can
breathe
air
13
(+1)
12
(+1)
13
(+1)
2
(−4)
13
(+1)
6
(−2)
and
water,
but
it
needs
to
be
submerged
at
least
once
every
4
hours
to
avoid
suffocating.
Senses
darkvision
60
ft.,
passive
Perception
11
Shark
Telepathy.
The
sahuagin
can
magically
command
any
shark
within
120
feet
of
it,
using
a
limited
Languages
—
telepathy.
Challenge
1/2
(100
XP)
Actions
Multiattack.
The
sahuagin
makes
two
melee
attacks:
one
with
its
bite
and
one
with
its
claws
or
spear.
Iron
Scent.
The
rust
monster
can
pinpoint,
by
scent,
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
the
location
of
ferrous
metal
within
30
feet
of
it.
target.
Hit:
3
(1d4
+
1)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Rust
Metal.
Any
nonmagical
weapon
made
of
metal
target.
Hit:
3
(1d4
+
1)
slashing
damage.
that
hits
the
rust
monster
corrodes.
After
dealing
Spear.
Melee
or
Ranged
Weapon
Attack:
+3
to
hit,
damage,
the
weapon
takes
a
permanent
and
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d6
+
cumulative
−1
penalty
to
damage
rolls.
If
its
penalty
1)
piercing
damage,
or
5
(1d8
+
1)
piercing
damage
if
drops
to
−5,
the
weapon
is
destroyed.
Nonmagical
used
with
two
hands
to
make
a
melee
attack.
ammunition
made
of
metal
that
hits
the
rust
monster
is
destroyed
after
dealing
damage.
Actions
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d8
+
1)
piercing
damage.
Antennae.
The
rust
monster
corrodes
a
nonmagical
ferrous
metal
object
it
can
see
within
5
feet
of
it.
If
the
object
isn’t
being
worn
or
carried,
the
touch
destroys
a
1-‐foot
cube
of
it.
If
the
object
is
being
worn
or
carried
by
a
creature,
the
creature
can
make
a
DC
11
Dexterity
saving
throw
to
avoid
the
rust
monster’s
touch.
If
the
object
touched
is
either
metal
armor
or
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
343
Salamander
STR
DEX
CON
INT
WIS
CHA
12
(+1)
16
(+3)
11
(+0)
12
(+1)
10
(+0)
14
(+2)
Large
elemental,
neutral
evil
Skills
Perception
+2,
Performance
+6,
Stealth
+5
Armor
Class
15
(natural
armor)
Senses
passive
Perception
12
Hit
Points
90
(12d10
+
24)
Languages
Common,
Elvish,
Sylvan
Speed
30
ft.
Challenge
1/2
(100
XP)
STR
DEX
CON
INT
WIS
CHA
Magic
Resistance.
The
satyr
has
advantage
on
saving
18
(+4)
14
(+2)
15
(+2)
11
(+0)
10
(+0)
12
(+1)
throws
against
spells
and
other
magical
effects.
Damage
Vulnerabilities
cold
Actions
Damage
Resistances
bludgeoning,
piercing,
and
Ram.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
slashing
from
nonmagical
attacks
target.
Hit:
6
(2d4
+
1)
bludgeoning
damage.
Damage
Immunities
fire
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
Senses
darkvision
60
ft.,
passive
Perception
10
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Languages
Ignan
Shortbow.
Ranged
Weapon
Attack:
+5
to
hit,
range
Challenge
5
(1,800
XP)
80/320
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Heated
Body.
A
creature
that
touches
the
salamander
or
hits
it
with
a
melee
attack
while
within
5
feet
of
it
Shadow
takes
7
(2d6)
fire
damage.
Heated
Weapons.
Any
metal
melee
weapon
the
Medium
undead,
chaotic
evil
salamander
wields
deals
an
extra
3
(1d6)
fire
damage
on
a
hit
(included
in
the
attack).
Armor
Class
12
Hit
Points
16
(3d8
+
3)
Actions
Speed
40
ft.
Multiattack.
The
salamander
makes
two
attacks:
one
STR
DEX
CON
INT
WIS
CHA
with
its
spear
and
one
with
its
tail.
6
(−2)
14
(+2)
13
(+1)
6
(−2)
10
(+0)
8
(−1)
Spear.
Melee
or
Ranged
Weapon
Attack:
+7
to
hit,
reach
5
ft.
or
range
20
ft./60
ft.,
one
target.
Hit:
11
Skills
Stealth
+4
(+6
in
dim
light
or
darkness)
(2d6
+
4)
piercing
damage,
or
13
(2d8
+
4)
piercing
Damage
Vulnerabilities
radiant
damage
if
used
with
two
hands
to
make
a
melee
attack,
Damage
Resistances
acid,
cold,
fire,
lightning,
thunder;
plus
3
(1d6)
fire
damage.
Tail.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
bludgeoning,
piercing,
and
slashing
from
nonmagical
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage
plus
7
attacks
(2d6)
fire
damage,
and
the
target
is
grappled
(escape
Damage
Immunities
necrotic,
poison
DC
14).
Until
this
grapple
ends,
the
target
is
restrained,
Condition
Immunities
exhaustion,
frightened,
grappled,
the
salamander
can
automatically
hit
the
target
with
its
paralyzed,
petrified,
poisoned,
prone,
restrained
tail,
and
the
salamander
can’t
make
tail
attacks
against
Senses
darkvision
60
ft.,
passive
Perception
10
other
targets.
Languages
—
Challenge
1/2
(100
XP)
Satyr
Amorphous.
The
shadow
can
move
through
a
space
as
narrow
as
1
inch
wide
without
squeezing.
Medium
fey,
chaotic
neutral
Shadow
Stealth.
While
in
dim
light
or
darkness,
the
shadow
can
take
the
Hide
action
as
a
bonus
action.
Armor
Class
14
(leather
armor)
Hit
Points
31
(7d8)
Speed
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
344
Sunlight
Weakness.
While
in
sunlight,
the
shadow
has
succeed
on
a
DC
14
Constitution
saving
throw
at
the
disadvantage
on
attack
rolls,
ability
checks,
and
saving
start
of
each
of
the
mound’s
turns
or
take
13
(2d8
+
4)
throws.
bludgeoning
damage.
If
the
mound
moves,
the
engulfed
target
moves
with
it.
The
mound
can
have
Actions
only
one
creature
engulfed
at
a
time.
Strength
Drain.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
9
(2d6
+
2)
necrotic
damage,
and
the
target’s
Strength
score
is
reduced
by
1d4.
The
Shield
Guardian
target
dies
if
this
reduces
its
Strength
to
0.
Otherwise,
the
reduction
lasts
until
the
target
finishes
a
short
or
Large
construct,
unaligned
long
rest.
If
a
non-‐evil
humanoid
dies
from
this
attack,
a
new
Armor
Class
17
(natural
armor)
shadow
rises
from
the
corpse
1d4
hours
later.
Hit
Points
142
(15d10
+
60)
Shambling
Mound
Speed
30
ft.
Large
plant,
unaligned
STR
DEX
CON
INT
WIS
CHA
Armor
Class
15
(natural
armor)
18
(+4)
8
(−1)
18
(+4)
7
(−2)
10
(+0)
3
(−4)
Hit
Points
136
(16d10
+
48)
Speed
20
ft.,
swim
20
ft.
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Perception
10
STR
DEX
CON
INT
WIS
CHA
18
(+4)
8
(−1)
16
(+3)
5
(−3)
10
(+0)
5
(−3)
Damage
Immunities
poison
Skills
Stealth
+2
Condition
Immunities
charmed,
exhaustion,
frightened,
Damage
Resistances
cold,
fire
paralyzed,
poisoned
Damage
Immunities
lightning
Condition
Immunities
blinded,
deafened,
exhaustion
Languages
understands
commands
given
in
any
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
language
but
can’t
speak
passive
Perception
10
Challenge
7
(2,900
XP)
Languages
—
Challenge
5
(1,800
XP)
Lightning
Absorption.
Whenever
the
shambling
mound
Bound.
The
shield
guardian
is
magically
bound
to
an
is
subjected
to
lightning
damage,
it
takes
no
damage
amulet.
As
long
as
the
guardian
and
its
amulet
are
on
and
regains
a
number
of
hit
points
equal
to
the
the
same
plane
of
existence,
the
amulet’s
wearer
can
lightning
damage
dealt.
telepathically
call
the
guardian
to
travel
to
it,
and
the
guardian
knows
the
distance
and
direction
to
the
Actions
amulet.
If
the
guardian
is
within
60
feet
of
the
amulet’s
wearer,
half
of
any
damage
the
wearer
takes
(rounded
Multiattack.
The
shambling
mound
makes
two
slam
up)
is
transferred
to
the
guardian.
attacks.
If
both
attacks
hit
a
Medium
or
smaller
target,
the
target
is
grappled
(escape
DC
14),
and
the
Regeneration.
The
shield
guardian
regains
10
hit
points
shambling
mound
uses
its
Engulf
on
it.
at
the
start
of
its
turn
if
it
has
at
least
1
hit
point.
Slam.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Spell
Storing.
A
spellcaster
who
wears
the
shield
Engulf.
The
shambling
mound
engulfs
a
Medium
or
guardian’s
amulet
can
cause
the
guardian
to
store
one
smaller
creature
grappled
by
it.
The
engulfed
target
is
spell
of
4th
level
or
lower.
To
do
so,
the
wearer
must
blinded,
restrained,
and
unable
to
breathe,
and
it
must
cast
the
spell
on
the
guardian.
The
spell
has
no
effect
but
is
stored
within
the
guardian.
When
commanded
to
do
so
by
the
wearer
or
when
a
situation
arises
that
was
predefined
by
the
spellcaster,
the
guardian
casts
the
stored
spell
with
any
parameters
set
by
the
original
caster,
requiring
no
components.
When
the
spell
is
cast
or
a
new
spell
is
stored,
any
previously
stored
spell
is
lost.
Actions
Multiattack.
The
guardian
makes
two
fist
attacks.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
345
Fist.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
9
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Languages
understands
Abyssal
but
can’t
speak
Challenge
2
(450
XP)
Reactions
Shield.
When
a
creature
makes
an
attack
against
the
Charge.
If
the
skeleton
moves
at
least
10
feet
straight
wearer
of
the
guardian’s
amulet,
the
guardian
grants
a
toward
a
target
and
then
hits
it
with
a
gore
attack
on
+2
bonus
to
the
wearer’s
AC
if
the
guardian
is
within
5
the
same
turn,
the
target
takes
an
extra
9
(2d8)
feet
of
the
wearer.
piercing
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
14
Strength
saving
throw
or
be
pushed
up
to
10
feet
away
and
knocked
prone.
Skeletons
Actions
Skeleton
Greataxe.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Medium
undead,
lawful
evil
one
target.
Hit:
17
(2d12
+
4)
slashing
damage.
Gore.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Armor
Class
13
(armor
scraps)
target.
Hit:
13
(2d8
+
4)
piercing
damage.
Hit
Points
13
(2d8
+
4)
Speed
30
ft.
Warhorse
Skeleton
STR
DEX
CON
INT
WIS
CHA
10
(+0)
14
(+2)
15
(+2)
6
(−2)
8
(−1)
5
(−3)
Large
undead,
lawful
evil
Damage
Vulnerabilities
bludgeoning
Armor
Class
13
(barding
scraps)
Damage
Immunities
poison
Hit
Points
22
(3d10
+
6)
Condition
Immunities
exhaustion,
poisoned
Speed
60
ft.
Senses
darkvision
60
ft.,
passive
Perception
9
Languages
understands
all
languages
it
knew
in
life
but
STR
DEX
CON
INT
WIS
CHA
18
(+4)
12
(+1)
15
(+2)
2
(−4)
8
(−1)
5
(−3)
can’t
speak
Challenge
1/4
(50
XP)
Damage
Vulnerabilities
bludgeoning
Damage
Immunities
poison
Actions
Condition
Immunities
exhaustion,
poisoned
Shortsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Senses
darkvision
60
ft.,
passive
Perception
9
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Languages
—
Shortbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
Challenge
1/2
(100
XP)
80/320
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Actions
Minotaur
Skeleton
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Large
undead,
lawful
evil
Armor
Class
12
(natural
armor)
Specter
Hit
Points
67
(9d10
+
18)
Speed
40
ft.
Medium
undead,
chaotic
evil
STR
DEX
CON
INT
WIS
CHA
Armor
Class
12
18
(+4)
11
(+0)
15
(+2)
6
(−2)
8
(−1)
5
(−3)
Hit
Points
22
(5d8)
Speed
0
ft.,
fly
50
ft.
(hover)
Damage
Vulnerabilities
bludgeoning
Damage
Immunities
poison
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
exhaustion,
poisoned
1
(−5)
14
(+2)
11
(+0)
10
(+0)
10
(+0)
11
(+0)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
346
Damage
Resistances
acid,
cold,
fire,
lightning,
thunder;
Languages
Common,
Sphinx
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Challenge
17
(18,000
XP)
Damage
Immunities
necrotic,
poison
Condition
Immunities
charmed,
exhaustion,
grappled,
Inscrutable.
The
sphinx
is
immune
to
any
effect
that
paralyzed,
petrified,
poisoned,
prone,
restrained,
would
sense
its
emotions
or
read
its
thoughts,
as
well
unconscious
as
any
divination
spell
that
it
refuses.
Wisdom
(Insight)
Senses
darkvision
60
ft.,
passive
Perception
10
checks
made
to
ascertain
the
sphinx’s
intentions
or
Languages
understands
all
languages
it
knew
in
life
but
sincerity
have
disadvantage.
can’t
speak
Challenge
1
(200
XP)
Magic
Weapons.
The
sphinx’s
weapon
attacks
are
magical.
Incorporeal
Movement.
The
specter
can
move
through
other
creatures
and
objects
as
if
they
were
difficult
Spellcasting.
The
sphinx
is
a
12th-‐level
spellcaster.
Its
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
spellcasting
ability
is
Wisdom
(spell
save
DC
18,
+10
to
inside
an
object.
hit
with
spell
attacks).
It
requires
no
material
Sunlight
Sensitivity.
While
in
sunlight,
the
specter
has
components
to
cast
its
spells.
The
sphinx
has
the
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
following
cleric
spells
prepared:
(Perception)
checks
that
rely
on
sight.
Cantrips
(at
will):
sacred
flame,
spare
the
dying,
Actions
thaumaturgy
Life
Drain.
Melee
Spell
Attack:
+4
to
hit,
reach
5
ft.,
one
1st
level
(4
slots):
command,
detect
evil
and
good,
creature.
Hit:
10
(3d6)
necrotic
damage.
The
target
detect
magic
must
succeed
on
a
DC
10
Constitution
saving
throw
or
its
hit
point
maximum
is
reduced
by
an
amount
equal
2nd
level
(3
slots):
lesser
restoration,
zone
of
truth
to
the
damage
taken.
This
reduction
lasts
until
the
creature
finishes
a
long
rest.
The
target
dies
if
this
3rd
level
(3
slots):
dispel
magic,
tongues
effect
reduces
its
hit
point
maximum
to
0.
4th
level
(3
slots):
banishment,
freedom
of
movement
Sphinxes 5th
level
(2
slots):
flame
strike,
greater
restoration
Androsphinx
6th
level
(1
slot):
heroes’
feast
Large
monstrosity,
lawful
neutral
Actions
Armor
Class
17
(natural
armor)
Multiattack.
The
sphinx
makes
two
claw
attacks.
Hit
Points
199
(19d10
+
95)
Speed
40
ft.,
fly
60
ft.
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
one
target.
Hit:
17
(2d10
+
6)
slashing
damage.
STR
DEX
CON
INT
WIS
CHA
22
(+6)
10
(+0)
20
(+5)
16
(+3)
18
(+4)
23
(+6)
Roar
(3/Day).
The
sphinx
emits
a
magical
roar.
Each
time
it
roars
before
finishing
a
long
rest,
the
roar
is
Saving
Throws
Dex
+6,
Con
+11,
Int
+9,
Wis
+10
louder
and
the
effect
is
different,
as
detailed
below.
Skills
Arcana
+9,
Perception
+10,
Religion
+15
Each
creature
within
500
feet
of
the
sphinx
and
able
to
Damage
Immunities
psychic;
bludgeoning,
piercing,
hear
the
roar
must
make
a
saving
throw.
and
slashing
from
nonmagical
attacks
First
Roar.
Each
creature
that
fails
a
DC
18
Wisdom
Condition
Immunities
charmed,
frightened
saving
throw
is
frightened
for
1
minute.
A
frightened
Senses
truesight
120
ft.,
passive
Perception
20
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Second
Roar.
Each
creature
that
fails
a
DC
18
Wisdom
saving
throw
is
deafened
and
frightened
for
1
minute.
A
frightened
creature
is
paralyzed
and
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
347
Third
Roar.
Each
creature
makes
a
DC
18
Constitution
Spellcasting.
The
sphinx
is
a
9th-‐level
spellcaster.
Its
saving
throw.
On
a
failed
save,
a
creature
takes
44
spellcasting
ability
is
Intelligence
(spell
save
DC
16,
+8
(8d10)
thunder
damage
and
is
knocked
prone.
On
a
to
hit
with
spell
attacks).
It
requires
no
material
successful
save,
the
creature
takes
half
as
much
components
to
cast
its
spells.
The
sphinx
has
the
damage
and
isn’t
knocked
prone.
following
wizard
spells
prepared:
Cantrips
(at
will):
mage
hand,
minor
illusion,
Legendary
Actions
prestidigitation
The
sphinx
can
take
3
legendary
actions,
choosing
from
1st
level
(4
slots):
detect
magic,
identify,
shield
the
options
below.
Only
one
legendary
action
option
2nd
level
(3
slots):
darkness,
locate
object,
suggestion
can
be
used
at
a
time
and
only
at
the
end
of
another
3rd
level
(3
slots):
dispel
magic,
remove
curse,
tongues
creature’s
turn.
The
sphinx
regains
spent
legendary
4th
level
(3
slots):
banishment,
greater
invisibility
actions
at
the
start
of
its
turn.
5th
level
(1
slot):
legend
lore
Claw
Attack.
The
sphinx
makes
one
claw
attack.
Actions
Teleport
(Costs
2
Actions).
The
sphinx
magically
Multiattack.
The
sphinx
makes
two
claw
attacks.
teleports,
along
with
any
equipment
it
is
wearing
or
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
carrying,
up
to
120
feet
to
an
unoccupied
space
it
target.
Hit:
13
(2d8
+
4)
slashing
damage.
can
see.
Legendary
Actions
Cast
a
Spell
(Costs
3
Actions).
The
sphinx
casts
a
spell
from
its
list
of
prepared
spells,
using
a
spell
slot
as
The
sphinx
can
take
3
legendary
actions,
choosing
from
normal.
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
sphinx
regains
spent
legendary
actions
at
the
start
of
its
turn.
Gynosphinx
Claw
Attack.
The
sphinx
makes
one
claw
attack.
Teleport
(Costs
2
Actions).
The
sphinx
magically
Large
monstrosity,
lawful
neutral
teleports,
along
with
any
equipment
it
is
wearing
or
Armor
Class
17
(natural
armor)
carrying,
up
to
120
feet
to
an
unoccupied
space
it
can
see.
Hit
Points
136
(16d10
+
48)
Cast
a
Spell
(Costs
3
Actions).
The
sphinx
casts
a
spell
Speed
40
ft.,
fly
60
ft.
from
its
list
of
prepared
spells,
using
a
spell
slot
as
normal.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
15
(+2)
16
(+3)
18
(+4)
18
(+4)
18
(+4)
Sprite
Skills
Arcana
+12,
History
+12,
Perception
+8,
Religion
+8
Tiny
fey,
neutral
good
Damage
Resistances
bludgeoning,
piercing,
and
Armor
Class
15
(leather
armor)
slashing
from
nonmagical
attacks
Hit
Points
2
(1d4)
Speed
10
ft.,
fly
40
ft.
Damage
Immunities
psychic
Condition
Immunities
charmed,
frightened
STR
DEX
CON
INT
WIS
CHA
Senses
truesight
120
ft.,
passive
Perception
18
3
(−4)
18
(+4)
10
(+0)
14
(+2)
13
(+1)
11
(+0)
Languages
Common,
Sphinx
Skills
Perception
+3,
Stealth
+8
Challenge
11
(7,200
XP)
Senses
passive
Perception
13
Languages
Common,
Elvish,
Sylvan
Challenge
1/4
(50
XP)
Inscrutable.
The
sphinx
is
immune
to
any
effect
that
would
sense
its
emotions
or
read
its
thoughts,
as
well
as
any
divination
spell
that
it
refuses.
Wisdom
(Insight)
checks
made
to
ascertain
the
sphinx’s
intentions
or
sincerity
have
disadvantage.
Magic
Weapons.
The
sphinx’s
weapon
attacks
are
magical.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
348
Actions
Succubus/Incubus
Longsword.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
Medium
fiend
(shapechanger),
neutral
evil
one
target.
Hit:
1
slashing
damage.
Armor
Class
15
(natural
armor)
Shortbow.
Ranged
Weapon
Attack:
+6
to
hit,
range
40/160
ft.,
one
target.
Hit:
1
piercing
damage,
and
the
Hit
Points
66
(12d8
+
12)
target
must
succeed
on
a
DC
10
Constitution
saving
throw
or
become
poisoned
for
1
minute.
If
its
saving
Speed
30
ft.,
fly
60
ft.
throw
result
is
5
or
lower,
the
poisoned
target
falls
unconscious
for
the
same
duration,
or
until
it
takes
STR
DEX
CON
INT
WIS
CHA
damage
or
another
creature
takes
an
action
to
shake
it
awake.
8
(−1)
17
(+3)
13
(+1)
15
(+2)
12
(+1)
20
(+5)
Heart
Sight.
The
sprite
touches
a
creature
and
Skills
Deception
+9,
Insight
+5,
Perception
+5,
magically
knows
the
creature’s
current
emotional
state.
Persuasion
+9,
Stealth
+7
If
the
target
fails
a
DC
10
Charisma
saving
throw,
the
sprite
also
knows
the
creature’s
alignment.
Celestials,
Damage
Resistances
cold,
fire,
lightning,
poison;
fiends,
and
undead
automatically
fail
the
saving
throw.
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Invisibility.
The
sprite
magically
turns
invisible
until
it
attacks
or
casts
a
spell,
or
until
its
concentration
ends
Senses
darkvision
60
ft.,
passive
Perception
15
(as
if
concentrating
on
a
spell).
Any
equipment
the
sprite
wears
or
carries
is
invisible
with
it.
Languages
Abyssal,
Common,
Infernal,
telepathy
60
ft.
Challenge
4
(1,100
XP)
Stirge
Tiny
beast,
unaligned
Telepathic
Bond.
The
fiend
ignores
the
range
restriction
on
its
telepathy
when
communicating
with
a
Armor
Class
14
(natural
armor)
creature
it
has
charmed.
The
two
don’t
even
need
to
be
on
the
same
plane
of
existence.
Hit
Points
2
(1d4)
Shapechanger.
The
fiend
can
use
its
action
to
Speed
10
ft.,
fly
40
ft.
polymorph
into
a
Small
or
Medium
humanoid,
or
back
into
its
true
form.
Without
wings,
the
fiend
loses
its
STR
DEX
CON
INT
WIS
CHA
flying
speed.
Other
than
its
size
and
speed,
its
statistics
are
the
same
in
each
form.
Any
equipment
it
is
wearing
4
(−3)
16
(+3)
11
(+0)
2
(−4)
8
(−1)
6
(−2)
or
carrying
isn’t
transformed.
It
reverts
to
its
true
form
if
it
dies.
Senses
darkvision
60
ft.,
passive
Perception
9
Actions
Languages
—
Claw
(Fiend
Form
Only).
Melee
Weapon
Attack:
+5
to
Challenge
1/8
(25
XP)
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
slashing
damage.
Actions
Charm.
One
humanoid
the
fiend
can
see
within
30
feet
Blood
Drain.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
of
it
must
succeed
on
a
DC
15
Wisdom
saving
throw
or
ft.,
one
creature.
Hit:
5
(1d4
+
3)
piercing
damage,
and
be
magically
charmed
for
1
day.
The
charmed
target
the
stirge
attaches
to
the
target.
While
attached,
the
obeys
the
fiend’s
verbal
or
telepathic
commands.
If
the
stirge
doesn’t
attack.
Instead,
at
the
start
of
each
of
target
suffers
any
harm
or
receives
a
suicidal
command,
the
stirge’s
turns,
the
target
loses
5
(1d4
+
3)
hit
points
it
can
repeat
the
saving
throw,
ending
the
effect
on
a
due
to
blood
loss.
success.
If
the
target
successfully
saves
against
the
The
stirge
can
detach
itself
by
spending
5
feet
of
its
effect,
or
if
the
effect
on
it
ends,
the
target
is
immune
movement.
It
does
so
after
it
drains
10
hit
points
of
to
this
fiend’s
Charm
for
the
next
24
hours.
blood
from
the
target
or
the
target
dies.
A
creature,
The
fiend
can
have
only
one
target
charmed
at
a
including
the
target,
can
use
its
action
to
detach
the
time.
If
it
charms
another,
the
effect
on
the
previous
stirge.
target
ends.
Draining
Kiss.
The
fiend
kisses
a
creature
charmed
by
it
or
a
willing
creature.
The
target
must
make
a
DC
15
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
349
Constitution
saving
throw
against
this
magic,
taking
32
Actions
(5d10
+
5)
psychic
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
The
target’s
hit
Multiattack.
The
tarrasque
can
use
its
Frightful
point
maximum
is
reduced
by
an
amount
equal
to
the
Presence.
It
then
makes
five
attacks:
one
with
its
bite,
damage
taken.
This
reduction
lasts
until
the
target
two
with
its
claws,
one
with
its
horns,
and
one
with
its
finishes
a
long
rest.
The
target
dies
if
this
effect
tail.
It
can
use
its
Swallow
instead
of
its
bite.
reduces
its
hit
point
maximum
to
0.
Bite.
Melee
Weapon
Attack:
+19
to
hit,
reach
10
ft.,
Etherealness.
The
fiend
magically
enters
the
Ethereal
one
target.
Hit:
36
(4d12
+
10)
piercing
damage.
If
the
Plane
from
the
Material
Plane,
or
vice
versa.
target
is
a
creature,
it
is
grappled
(escape
DC
20).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
tarrasque
can’t
bite
another
target.
Monsters (T) Claw.
Melee
Weapon
Attack:
+19
to
hit,
reach
15
ft.,
one
target.
Hit:
28
(4d8
+
10)
slashing
damage.
Horns.
Melee
Weapon
Attack:
+19
to
hit,
reach
10
ft.,
Tarrasque
one
target.
Hit:
32
(4d10
+
10)
piercing
damage.
Gargantuan
monstrosity
(titan),
unaligned
Tail.
Melee
Weapon
Attack:
+19
to
hit,
reach
20
ft.,
one
target.
Hit:
24
(4d6
+
10)
bludgeoning
damage.
If
the
Armor
Class
25
(natural
armor)
target
is
a
creature,
it
must
succeed
on
a
DC
20
Strength
saving
throw
or
be
knocked
prone.
Hit
Points
676
(33d20
+
330)
Speed
40
ft.
Frightful
Presence.
Each
creature
of
the
tarrasque’s
choice
within
120
feet
of
it
and
aware
of
it
must
STR
DEX
CON
INT
WIS
CHA
succeed
on
a
DC
17
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
the
30
(+10)
11
(+0)
30
(+10)
3
(−4)
11
(+0)
11
(+0)
saving
throw
at
the
end
of
each
of
its
turns,
with
disadvantage
if
the
tarrasque
is
within
line
of
sight,
Saving
Throws
Int
+5,
Wis
+9,
Cha
+9
ending
the
effect
on
itself
on
a
success.
If
a
creature’s
Damage
Immunities
fire,
poison;
bludgeoning,
piercing,
saving
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
tarrasque’s
Frightful
and
slashing
from
nonmagical
attacks
Presence
for
the
next
24
hours.
Condition
Immunities
charmed,
frightened,
paralyzed,
Swallow.
The
tarrasque
makes
one
bite
attack
against
poisoned
a
Large
or
smaller
creature
it
is
grappling.
If
the
attack
hits,
the
target
takes
the
bite’s
damage,
the
target
is
Senses
blindsight
120
ft.,
passive
Perception
10
swallowed,
and
the
grapple
ends.
While
swallowed,
the
Languages
—
creature
is
blinded
and
restrained,
it
has
total
cover
Challenge
30
(155,000
XP)
against
attacks
and
other
effects
outside
the
tarrasque,
and
it
takes
56
(16d6)
acid
damage
at
the
start
of
each
of
the
tarrasque’s
turns.
Legendary
Resistance
(3/Day).
If
the
tarrasque
fails
a
If
the
tarrasque
takes
60
damage
or
more
on
a
single
saving
throw,
it
can
choose
to
succeed
instead.
turn
from
a
creature
inside
it,
the
tarrasque
must
succeed
on
a
DC
20
Constitution
saving
throw
at
the
Magic
Resistance.
The
tarrasque
has
advantage
on
end
of
that
turn
or
regurgitate
all
swallowed
creatures,
saving
throws
against
spells
and
other
magical
effects.
which
fall
prone
in
a
space
within
10
feet
of
the
tarrasque.
If
the
tarrasque
dies,
a
swallowed
creature
Reflective
Carapace.
Any
time
the
tarrasque
is
is
no
longer
restrained
by
it
and
can
escape
from
the
targeted
by
a
magic
missile
spell,
a
line
spell,
or
a
spell
corpse
by
using
30
feet
of
movement,
exiting
prone.
that
requires
a
ranged
attack
roll,
roll
a
d6.
On
a
1
to
5,
the
tarrasque
is
unaffected.
On
a
6,
the
tarrasque
is
Legendary
Actions
unaffected,
and
the
effect
is
reflected
back
at
the
caster
as
though
it
originated
from
the
tarrasque,
The
tarrasque
can
take
3
legendary
actions,
choosing
turning
the
caster
into
the
target.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Siege
Monster.
The
tarrasque
deals
double
damage
to
objects
and
structures.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
350