another
creature’s
turn.
The
tarrasque
regains
spent
Troll
legendary
actions
at
the
start
of
its
turn.
Attack.
The
tarrasque
makes
one
claw
attack
or
tail
Large
giant,
chaotic
evil
attack.
Armor
Class
15
(natural
armor)
Move.
The
tarrasque
moves
up
to
half
its
speed.
Hit
Points
84
(8d10
+
40)
Chomp
(Costs
2
Actions).
The
tarrasque
makes
one
Speed
30
ft.
bite
attack
or
uses
its
Swallow.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
13
(+1)
20
(+5)
7
(−2)
9
(−1)
7
(−2)
Treant
Skills
Perception
+2
Senses
darkvision
60
ft.,
passive
Perception
12
Huge
plant,
chaotic
good
Languages
Giant
Challenge
5
(1,800
XP)
Armor
Class
16
(natural
armor)
Hit
Points
138
(12d12
+
60)
Keen
Smell.
The
troll
has
advantage
on
Wisdom
Speed
30
ft.
(Perception)
checks
that
rely
on
smell.
Regeneration.
The
troll
regains
10
hit
points
at
the
STR
DEX
CON
INT
WIS
CHA
start
of
its
turn.
If
the
troll
takes
acid
or
fire
damage,
23
(+6)
8
(−1)
21
(+5)
12
(+1)
16
(+3)
12
(+1)
this
trait
doesn’t
function
at
the
start
of
the
troll’s
next
turn.
The
troll
dies
only
if
it
starts
its
turn
with
0
hit
Damage
Resistances
bludgeoning,
piercing
points
and
doesn’t
regenerate.
Damage
Vulnerabilities
fire
Senses
passive
Perception
13
Actions
Languages
Common,
Druidic,
Elvish,
Sylvan
Challenge
9
(5,000
XP)
Multiattack.
The
troll
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
False
Appearance.
While
the
treant
remains
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
motionless,
it
is
indistinguishable
from
a
normal
tree.
target.
Hit:
7
(1d6
+
4)
piercing
damage.
Siege
Monster.
The
treant
deals
double
damage
to
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
objects
and
structures.
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Actions
Monsters (U)
Multiattack.
The
treant
makes
two
slam
attacks.
Slam.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
target.
Hit:
16
(3d6
+
6)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+10
to
hit,
range
60/180
Unicorn
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
Animate
Trees
(1/Day).
The
treant
magically
animates
Large
celestial, lawful
good
one
or
two
trees
it
can
see
within
60
feet
of
it.
These
trees
have
the
same
statistics
as
a
treant,
except
they
Armor
Class
12
have
Intelligence
and
Charisma
scores
of
1,
they
can’t
Hit
Points
67
(9d10
+
18)
speak,
and
they
have
only
the
Slam
action
option.
An
Speed
50
ft.
animated
tree
acts
as
an
ally
of
the
treant.
The
tree
remains
animate
for
1
day
or
until
it
dies;
until
the
STR
DEX
CON
INT
WIS
CHA
treant
dies
or
is
more
than
120
feet
from
the
tree;
or
18
(+4)
14
(+2)
15
(+2)
11
(+0)
17
(+3)
16
(+3)
until
the
treant
takes
a
bonus
action
to
turn
it
back
into
an
inanimate
tree.
The
tree
then
takes
root
if
possible.
Damage
Immunities
poison
Condition
Immunities
charmed,
paralyzed,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
13
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
351
Languages
Celestial,
Elvish,
Sylvan,
telepathy
60
ft.
Shimmering
Shield
(Costs
2
Actions).
The
unicorn
creates
a
shimmering,
magical
field
around
itself
or
Challenge
5
(1,800
XP)
another
creature
it
can
see
within
60
feet
of
it.
The
target
gains
a
+2
bonus
to
AC
until
the
end
of
the
unicorn’s
next
turn.
Charge.
If
the
unicorn
moves
at
least
20
feet
straight
Heal
Self
(Costs
3
Actions).
The
unicorn
magically
toward
a
target
and
then
hits
it
with
a
horn
attack
on
regains
11
(2d8
+
2)
hit
points.
the
same
turn,
the
target
takes
an
extra
9
(2d8)
piercing
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
15
Strength
saving
throw
or
be
knocked
prone.
Monsters (V)
Innate
Spellcasting.
The
unicorn’s
innate
spellcasting
ability
is
Charisma
(spell
save
DC
14).
The
unicorn
can
innately
cast
the
following
spells,
requiring
no
Vampires
components:
Vampire
At
will:
detect
evil
and
good,
druidcraft,
pass
without
trace
Medium
undead
(shapechanger),
lawful
evil
1/day
each:
calm
emotions,
dispel
evil
and
good,
Armor
Class
16
(natural
armor)
entangle
Hit
Points
144
(17d8
+
68)
Magic
Resistance.
The
unicorn
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Speed
30
ft.
Magic
Weapons.
The
unicorn’s
weapon
attacks
are
STR
DEX
CON
INT
WIS
CHA
magical.
18
(+4)
18
(+4)
18
(+4)
17
(+3)
15
(+2)
18
(+4)
Actions
Saving
Throws
Dex
+9,
Wis
+7,
Cha
+9
Multiattack.
The
unicorn
makes
two
attacks:
one
with
its
hooves
and
one
with
its
horn.
Skills
Perception
+7,
Stealth
+9
Hooves.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
Damage
Resistances
necrotic;
bludgeoning,
piercing,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
and
slashing
from
nonmagical
attacks
Horn.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Senses
darkvision
120
ft.,
passive
Perception
17
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Languages
the
languages
it
knew
in
life
Healing
Touch
(3/Day).
The
unicorn
touches
another
creature
with
its
horn.
The
target
magically
regains
11
Challenge
13
(10,000
XP)
(2d8
+
2)
hit
points.
In
addition,
the
touch
removes
all
diseases
and
neutralizes
all
poisons
afflicting
the
target.
Teleport
(1/Day).
The
unicorn
magically
teleports
itself
Shapechanger.
If
the
vampire
isn’t
in
sunlight
or
and
up
to
three
willing
creatures
it
can
see
within
5
running
water,
it
can
use
its
action
to
polymorph
into
a
feet
of
it,
along
with
any
equipment
they
are
wearing
Tiny
bat
or
a
Medium
cloud
of
mist,
or
back
into
its
or
carrying,
to
a
location
the
unicorn
is
familiar
with,
up
true
form.
to
1
mile
away.
While
in
bat
form,
the
vampire
can’t
speak,
its
walking
speed
is
5
feet,
and
it
has
a
flying
speed
of
30
Legendary
Actions
feet.
Its
statistics,
other
than
its
size
and
speed,
are
unchanged.
Anything
it
is
wearing
transforms
with
it,
The
unicorn
can
take
3
legendary
actions,
choosing
but
nothing
it
is
carrying
does.
It
reverts
to
its
true
from
the
options
below.
Only
one
legendary
action
form
if
it
dies.
option
can
be
used
at
a
time
and
only
at
the
end
of
While
in
mist
form,
the
vampire
can’t
take
any
another
creature’s
turn.
The
unicorn
regains
spent
actions,
speak,
or
manipulate
objects.
It
is
weightless,
legendary
actions
at
the
start
of
its
turn.
has
a
flying
speed
of
20
feet,
can
hover,
and
can
enter
a
hostile
creature’s
space
and
stop
there.
In
addition,
if
Hooves.
The
unicorn
makes
one
attack
with
its
hooves.
air
can
pass
through
a
space,
the
mist
can
do
so
without
squeezing,
and
it
can’t
pass
through
water.
It
has
advantage
on
Strength,
Dexterity,
and
Constitution
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
352
saving
throws,
and
it
is
immune
to
all
nonmagical
or
restrained.
Hit:
7
(1d6
+
4)
piercing
damage
plus
10
damage,
except
the
damage
it
takes
from
sunlight.
(3d6)
necrotic
damage.
The
target’s
hit
point
maximum
is
reduced
by
an
amount
equal
to
the
necrotic
damage
Legendary
Resistance
(3/Day).
If
the
vampire
fails
a
taken,
and
the
vampire
regains
hit
points
equal
to
that
saving
throw,
it
can
choose
to
succeed
instead.
amount.
The
reduction
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
if
this
effect
reduces
its
hit
Misty
Escape.
When
it
drops
to
0
hit
points
outside
its
point
maximum
to
0.
A
humanoid
slain
in
this
way
and
resting
place,
the
vampire
transforms
into
a
cloud
of
then
buried
in
the
ground
rises
the
following
night
as
a
mist
(as
in
the
Shapechanger
trait)
instead
of
falling
vampire
spawn
under
the
vampire’s
control.
unconscious,
provided
that
it
isn’t
in
sunlight
or
running
water.
If
it
can’t
transform,
it
is
destroyed.
Charm.
The
vampire
targets
one
humanoid
it
can
see
While
it
has
0
hit
points
in
mist
form,
it
can’t
revert
within
30
feet
of
it.
If
the
target
can
see
the
vampire,
to
its
vampire
form,
and
it
must
reach
its
resting
place
the
target
must
succeed
on
a
DC
17
Wisdom
saving
within
2
hours
or
be
destroyed.
Once
in
its
resting
throw
against
this
magic
or
be
charmed
by
the
vampire.
place,
it
reverts
to
its
vampire
form.
It
is
then
paralyzed
The
charmed
target
regards
the
vampire
as
a
trusted
until
it
regains
at
least
1
hit
point.
After
spending
1
friend
to
be
heeded
and
protected.
Although
the
target
hour
in
its
resting
place
with
0
hit
points,
it
regains
1
hit
isn’t
under
the
vampire’s
control,
it
takes
the
vampire’s
point.
requests
or
actions
in
the
most
favorable
way
it
can,
and
it
is
a
willing
target
for
the
vampire’s
bite
attack.
Regeneration.
The
vampire
regains
20
hit
points
at
the
Each
time
the
vampire
or
the
vampire’s
companions
start
of
its
turn
if
it
has
at
least
1
hit
point
and
isn’t
in
do
anything
harmful
to
the
target,
it
can
repeat
the
sunlight
or
running
water.
If
the
vampire
takes
radiant
saving
throw,
ending
the
effect
on
itself
on
a
success.
damage
or
damage
from
holy
water,
this
trait
doesn’t
Otherwise,
the
effect
lasts
24
hours
or
until
the
function
at
the
start
of
the
vampire’s
next
turn.
vampire
is
destroyed,
is
on
a
different
plane
of
existence
than
the
target,
or
takes
a
bonus
action
to
Spider
Climb.
The
vampire
can
climb
difficult
surfaces,
end
the
effect.
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
Children
of
the
Night
(1/Day).
The
vampire
magically
calls
2d4
swarms
of
bats
or
rats,
provided
that
the
sun
Vampire
Weaknesses.
The
vampire
has
the
following
isn’t
up.
While
outdoors,
the
vampire
can
call
3d6
flaws:
wolves
instead.
The
called
creatures
arrive
in
1d4
Forbiddance.
The
vampire
can’t
enter
a
residence
rounds,
acting
as
allies
of
the
vampire
and
obeying
its
without
an
invitation
from
one
of
the
occupants.
spoken
commands.
The
beasts
remain
for
1
hour,
until
Harmed
by
Running
Water.
The
vampire
takes
20
the
vampire
dies,
or
until
the
vampire
dismisses
them
acid
damage
if
it
ends
its
turn
in
running
water.
as
a
bonus
action.
Stake
to
the
Heart.
If
a
piercing
weapon
made
of
wood
is
driven
into
the
vampire’s
heart
while
the
Legendary
Actions
vampire
is
incapacitated
in
its
resting
place,
the
vampire
is
paralyzed
until
the
stake
is
removed.
The
vampire
can
take
3
legendary
actions,
choosing
Sunlight
Hypersensitivity.
The
vampire
takes
20
from
the
options
below.
Only
one
legendary
action
radiant
damage
when
it
starts
its
turn
in
sunlight.
option
can
be
used
at
a
time
and
only
at
the
end
of
While
in
sunlight,
it
has
disadvantage
on
attack
rolls
another
creature’s
turn.
The
vampire
regains
spent
and
ability
checks.
legendary
actions
at
the
start
of
its
turn.
Actions
Move.
The
vampire
moves
up
to
its
speed
without
provoking
opportunity
attacks.
Multiattack
(Vampire
Form
Only).
The
vampire
makes
two
attacks,
only
one
of
which
can
be
a
bite
attack.
Unarmed
Strike.
The
vampire
makes
one
unarmed
strike.
Unarmed
Strike
(Vampire
Form
Only).
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
creature.
Hit:
8
(1d8
+
Bite
(Costs
2
Actions).
The
vampire
makes
one
bite
4)
bludgeoning
damage.
Instead
of
dealing
damage,
attack.
the
vampire
can
grapple
the
target
(escape
DC
18).
Bite
(Bat
or
Vampire
Form
Only).
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
willing
creature,
or
a
creature
that
is
grappled
by
the
vampire,
incapacitated,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
353
Vampire
Spawn
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
willing
creature,
or
a
creature
that
is
grappled
by
the
Medium
undead,
neutral
evil
vampire,
incapacitated,
or
restrained.
Hit:
6
(1d6
+
3)
piercing
damage
plus
7
(2d6)
necrotic
damage.
The
Armor
Class
15
(natural
armor)
target’s
hit
point
maximum
is
reduced
by
an
amount
equal
to
the
necrotic
damage
taken,
and
the
vampire
Hit
Points
82
(11d8
+
33)
regains
hit
points
equal
to
that
amount.
The
reduction
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
Speed
30
ft.
if
this
effect
reduces
its
hit
point
maximum
to
0.
STR
DEX
CON
INT
WIS
CHA
Monsters (W)
16
(+3)
16
(+3)
16
(+3)
11
(+0)
10
(+0)
12
(+1)
Saving
Throws
Dex
+6,
Wis
+3
Wight
Skills
Perception
+3,
Stealth
+6
Medium
undead,
neutral
evil
Damage
Resistances
necrotic;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Armor
Class
14
(studded
leather)
Hit
Points
45
(6d8
+
18)
Senses
darkvision
60
ft.,
passive
Perception
13
Speed
30
ft.
Languages
the
languages
it
knew
in
life
STR
DEX
CON
INT
WIS
CHA
15
(+2)
14
(+2)
16
(+3)
10
(+0)
13
(+1)
15
(+2)
Challenge
5
(1,800
XP)
Skills
Perception
+3,
Stealth
+4
Damage
Resistances
necrotic;
bludgeoning,
piercing,
Regeneration.
The
vampire
regains
10
hit
points
at
the
and
slashing
from
nonmagical
attacks
that
aren’t
start
of
its
turn
if
it
has
at
least
1
hit
point
and
isn’t
in
silvered
sunlight
or
running
water.
If
the
vampire
takes
radiant
Damage
Immunities
poison
damage
or
damage
from
holy
water,
this
trait
doesn’t
Condition
Immunities
exhaustion,
poisoned
function
at
the
start
of
the
vampire’s
next
turn.
Senses
darkvision
60
ft.,
passive
Perception
13
Languages
the
languages
it
knew
in
life
Spider
Climb.
The
vampire
can
climb
difficult
surfaces,
Challenge
3
(700
XP)
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
Sunlight
Sensitivity.
While
in
sunlight,
the
wight
has
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
Vampire
Weaknesses.
The
vampire
has
the
following
(Perception)
checks
that
rely
on
sight.
flaws:
Forbiddance.
The
vampire
can’t
enter
a
residence
Actions
without
an
invitation
from
one
of
the
occupants.
Harmed
by
Running
Water.
The
vampire
takes
20
Multiattack.
The
wight
makes
two
longsword
attacks
acid
damage
when
it
ends
its
turn
in
running
water.
or
two
longbow
attacks.
It
can
use
its
Life
Drain
in
place
Stake
to
the
Heart.
The
vampire
is
destroyed
if
a
of
one
longsword
attack.
piercing
weapon
made
of
wood
is
driven
into
its
heart
Life
Drain.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
while
it
is
incapacitated
in
its
resting
place.
one
creature.
Hit:
5
(1d6
+
2)
necrotic
damage.
The
Sunlight
Hypersensitivity.
The
vampire
takes
20
target
must
succeed
on
a
DC
13
Constitution
saving
radiant
damage
when
it
starts
its
turn
in
sunlight.
throw
or
its
hit
point
maximum
is
reduced
by
an
While
in
sunlight,
it
has
disadvantage
on
attack
rolls
amount
equal
to
the
damage
taken.
This
reduction
and
ability
checks.
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
Actions
Multiattack.
The
vampire
makes
two
attacks,
only
one
of
which
can
be
a
bite
attack.
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
creature.
Hit:
8
(2d4
+
3)
slashing
damage.
Instead
of
dealing
damage,
the
vampire
can
grapple
the
target
(escape
DC
13).
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
354
if
this
effect
reduces
its
hit
point
maximum
to
0.
additional
number
of
feet
equal
to
the
chosen
radius.
A
humanoid
slain
by
this
attack
rises
24
hours
later
The
will-‐o’-‐wisp
can
alter
the
radius
as
a
bonus
action.
as
a
zombie
under
the
wight’s
control,
unless
the
humanoid
is
restored
to
life
or
its
body
is
destroyed.
Actions
The
wight
can
have
no
more
than
twelve
zombies
under
its
control
at
one
time.
Shock.
Melee
Spell
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
9
(2d8)
lightning
damage.
Longsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Invisibility.
The
will-‐o’-‐wisp
and
its
light
magically
one
target.
Hit:
6
(1d8
+
2)
slashing
damage,
or
7
(1d10
become
invisible
until
it
attacks
or
uses
its
Consume
+
2)
slashing
damage
if
used
with
two
hands.
Life,
or
until
its
concentration
ends
(as
if
concentrating
on
a
spell).
Longbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Wraith
Medium
undead,
neutral
evil
Will-‐o’-‐Wisp
Armor
Class
13
Hit
Points
67
(9d8
+
27)
Tiny
undead,
chaotic
evil
Speed
0
ft.,
fly
60
ft.
(hover)
Armor
Class
19
STR
DEX
CON
INT
WIS
CHA
6
(−2)
16
(+3)
16
(+3)
12
(+1)
14
(+2)
15
(+2)
Hit
Points
22
(9d4)
Damage
Resistances
acid,
cold,
fire,
lightning,
thunder;
Speed
0
ft.,
fly
50
ft.
(hover)
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
aren’t
silvered
STR
DEX
CON
INT
WIS
CHA
Damage
Immunities
necrotic,
poison
1
(−5)
28
(+9)
10
(+0)
13
(+1)
14
(+2)
11
(+0)
Condition
Immunities
charmed,
exhaustion,
grappled,
Damage
Immunities
lightning,
poison
paralyzed,
petrified,
poisoned,
prone,
restrained
Senses
darkvision
60
ft.,
passive
Perception
12
Damage
Resistances
acid,
cold,
fire,
necrotic,
thunder;
Languages
the
languages
it
knew
in
life
bludgeoning,
piercing,
and
slashing
from
nonmagical
Challenge
5
(1,800
XP)
attacks
Incorporeal
Movement.
The
wraith
can
move
through
Condition
Immunities
exhaustion,
grappled,
paralyzed,
other
creatures
and
objects
as
if
they
were
difficult
poisoned,
prone,
restrained,
unconscious
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
inside
an
object.
Senses
darkvision
120
ft.,
passive
Perception
12
Sunlight
Sensitivity.
While
in
sunlight,
the
wraith
has
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
Languages
the
languages
it
knew
in
life
(Perception)
checks
that
rely
on
sight.
Challenge
2
(450
XP)
Actions
Life
Drain.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
creature.
Hit:
21
(4d8
+
3)
necrotic
damage.
The
Consume
Life.
As
a
bonus
action,
the
will-‐o’-‐wisp
can
target
must
succeed
on
a
DC
14
Constitution
saving
target
one
creature
it
can
see
within
5
feet
of
it
that
throw
or
its
hit
point
maximum
is
reduced
by
an
has
0
hit
points
and
is
still
alive.
The
target
must
amount
equal
to
the
damage
taken.
This
reduction
succeed
on
a
DC
10
Constitution
saving
throw
against
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
this
magic
or
die.
If
the
target
dies,
the
will-‐o’-‐wisp
if
this
effect
reduces
its
hit
point
maximum
to
0.
regains
10
(3d6)
hit
points.
Ephemeral.
The
will-‐o’-‐wisp
can’t
wear
or
carry
anything.
Incorporeal
Movement.
The
will-‐o’-‐wisp
can
move
through
other
creatures
and
objects
as
if
they
were
difficult
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
inside
an
object.
Variable
Illumination.
The
will-‐o’-‐wisp
sheds
bright
light
in
a
5-‐
to
20-‐foot
radius
and
dim
light
for
an
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
355
Create
Specter.
The
wraith
targets
a
humanoid
within
STR
DEX
CON
INT
WIS
CHA
10
feet
of
it
that
has
been
dead
for
no
longer
than
1
17
(+3)
10
(+0)
22
(+6)
11
(+0)
10
(+0)
11
(+0)
minute
and
died
violently.
The
target’s
spirit
rises
as
a
specter
in
the
space
of
its
corpse
or
in
the
nearest
Skills
Perception
+6,
Stealth
+3
unoccupied
space.
The
specter
is
under
the
wraith’s
Damage
Resistances
piercing
and
slashing
from
control.
The
wraith
can
have
no
more
than
seven
specters
under
its
control
at
one
time.
nonmagical
attacks
that
aren’t
adamantine
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
Wyvern
passive
Perception
16
Languages
Terran
Large
dragon,
unaligned
Challenge
5
(1,800
XP)
Armor
Class
13
(natural
armor)
Earth
Glide.
The
xorn
can
burrow
through
nonmagical,
Hit
Points
110
(13d10
+
39)
unworked
earth
and
stone.
While
doing
so,
the
xorn
Speed
20
ft.,
fly
80
ft.
doesn’t
disturb
the
material
it
moves
through.
Stone
Camouflage.
The
xorn
has
advantage
on
STR
DEX
CON
INT
WIS
CHA
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
19
(+4)
10
(+0)
16
(+3)
5
(−3)
12
(+1)
6
(−2)
Treasure
Sense.
The
xorn
can
pinpoint,
by
scent,
the
location
of
precious
metals
and
stones,
such
as
coins
Skills
Perception
+4
and
gems,
within
60
feet
of
it.
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
—
Actions
Challenge
6
(2,300
XP)
Multiattack.
The
xorn
makes
three
claw
attacks
and
one
bite
attack.
Actions
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
slashing
damage.
Multiattack.
The
wyvern
makes
two
attacks:
one
with
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
its
bite
and
one
with
its
stinger.
While
flying,
it
can
use
target.
Hit:
13
(3d6
+
3)
piercing
damage.
its
claws
in
place
of
one
other
attack.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
creature.
Hit:
11
(2d6
+
4)
piercing
damage.
Monsters (Z)
Claws.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
slashing
damage.
Stinger.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
creature.
Hit:
11
(2d6
+
4)
piercing
damage.
The
Zombies
target
must
make
a
DC
15
Constitution
saving
throw,
taking
24
(7d6)
poison
damage
on
a
failed
save,
or
half
Zombie
as
much
damage
on
a
successful
one.
Medium
undead,
neutral
evil
Monsters (X) Armor
Class
8
Hit
Points
22
(3d8
+
9)
Speed
20
ft.
Xorn
STR
DEX
CON
INT
WIS
CHA
13
(+1)
6
(−2)
16
(+3)
3
(−4)
6
(−2)
5
(−3)
Medium
elemental,
neutral
Saving
Throws
Wis
+0
Armor
Class
19
(natural
armor)
Damage
Immunities
poison
Hit
Points
73
(7d8
+
42)
Condition
Immunities
poisoned
Speed
20
ft.,
burrow
20
ft.
Senses
darkvision
60
ft.,
passive
Perception
8
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
356
Languages
understands
the
languages
it
knew
in
life
but
can’t
speak
Challenge
1/4
(50
XP)
Undead
Fortitude.
If
damage
reduces
the
zombie
to
0
hit
points,
it
must
make
a
Constitution
saving
throw
with
a
DC
of
5
+
the
damage
taken,
unless
the
damage
is
radiant
or
from
a
critical
hit.
On
a
success,
the
zombie
drops
to
1
hit
point
instead.
Actions
Slam.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage.
Ogre
Zombie
Large
undead,
neutral
evil
Armor
Class
8
Hit
Points
85
(9d10
+
36)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
6
(−2)
18
(+4)
3
(−4)
6
(−2)
5
(−3)
Saving
Throws
Wis
+0
Damage
Immunities
poison
Condition
Immunities
poisoned
Senses
darkvision
60
ft.,
passive
Perception
8
Languages
understands
Common
and
Giant
but
can’t
speak
Challenge
2
(450
XP)
Undead
Fortitude.
If
damage
reduces
the
zombie
to
0
hit
points,
it
must
make
a
Constitution
saving
throw
with
a
DC
of
5
+
the
damage
taken,
unless
the
damage
is
radiant
or
from
a
critical
hit.
On
a
success,
the
zombie
drops
to
1
hit
point
instead.
Actions
Morningstar.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
357
Appendix PH-A:
6
Death
Conditions
If
an
already
exhausted
creature
suffers
another
effect
that
Conditions
alter
a
creature’s
capabilities
in
a
variety
causes
exhaustion,
its
current
level
of
exhaustion
increases
of
ways
and
can
arise
as
a
result
of
a
spell,
a
class
by
the
amount
specified
in
the
effect’s
description.
feature,
a
monster s
attack,
or
other
effect.
Most
A
creature
suffers
the
effect
of
its
current
level
of
conditions,
such
as
blinded,
are
impairments,
but
a
exhaustion
as
well
as
all
lower
levels.
For
example,
a
creature
few,
such
as
invisible,
can
be
advantageous.
suffering
level
2
exhaustion
has
its
speed
halved
and
has
A
condition
lasts
either
until
it
is
countered
(the
disadvantage
on
ability
checks.
prone
condition
is
countered
by
standing
up,
for
An
effect
that
removes
exhaustion
reduces
its
level
as
example)
or
for
a
duration
specified
by
the
effect
specified
in
the
effect’s
description,
with
all
exhaustion
that
imposed
the
condition.
effects
ending
if
a
creature’s
exhaustion
level
is
reduced
If
multiple
effects
impose
the
same
condition
on
a
below
1.
creature,
each
instance
of
the
condition
has
its
own
Finishing
a
long
rest
reduces
a
creature’s
exhaustion
level
duration,
but
the
condition’s
effects
don’t
get
worse.
by
1,
provided
that
the
creature
has
also
ingested
some
food
A
creature
either
has
a
condition
or
doesn’t.
and
drink.
The
following
definitions
specify
what
happens
to
a
creature
while
it
is
subjected
to
a
condition.
Frightened
Blinded • A
frightened
creature
has
disadvantage
on
ability
checks
and
attack
rolls
while
the
source
of
its
fear
• A
blinded
creature
can’t
see
and
automatically
is
within
line
of
sight.
fails
any
ability
check
that
requires
sight.
• The
creature
can’t
willingly
move
closer
to
the
• Attack
rolls
against
the
creature
have
advantage,
source
of
its
fear.
and
the
creature’s
attack
rolls
have
disadvantage.
Grappled
Charmed
• A
grappled
creature’s
speed
becomes
0,
and
it
• A
charmed
creature
can’t
attack
the
charmer
or
can’t
benefit
from
any
bonus
to
its
speed.
target
the
charmer
with
harmful
abilities
or
magical
effects.
• The
condition
ends
if
the
grappler
is
incapacitated
(see
the
condition).
• The
charmer
has
advantage
on
any
ability
check
to
interact
socially
with
the
creature.
• The
condition
also
ends
if
an
effect
removes
the
grappled
creature
from
the
reach
of
the
grappler
Deafened or
grappling
effect,
such
as
when
a
creature
is
hurled
away
by
the
thunder-‐‑wave
spell.
• A
deafened
creature
can’t
hear
and
automatically
fails
any
ability
check
that
requires
hearing.
Incapacitated
• An
incapacitated
creature
can’t
take
actions
or
reactions.
Exhaustion
Invisible
Some
special
abilities
and
environmental
hazards,
such
as
starvation
and
the
long-‐term
effects
of
freezing
or
scorching
• An
invisible
creature
is
impossible
to
see
without
temperatures,
can
lead
to
a
special
condition
called
the
aid
of
magic
or
a
special
sense.
For
the
purpose
exhaustion.
Exhaustion
is
measured
in
six
levels.
An
effect
of
hiding,
the
creature
is
heavily
obscured.
The
can
give
a
creature
one
or
more
levels
of
exhaustion,
as
creature’s
location
can
be
detected
by
any
noise
it
specified
in
the
effect’s
description.
makes
or
any
tracks
it
leaves.
Level
Effect
• Attack
rolls
against
the
creature
have
1
Disadvantage
on
ability
checks
disadvantage,
and
the
creature’s
attack
rolls
have
2
Speed
halved
advantage.
3
Disadvantage
on
attack
rolls
and
saving
throws
4
Hit
point
maximum
halved
Paralyzed
5
Speed
reduced
to
0
• A
paralyzed
creature
is
incapacitated
(see
the
condition)
and
can’t
move
or
speak.
• The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
• Attack
rolls
against
the
creature
have
advantage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
358
• Any
attack
that
hits
the
creature
is
a
critical
hit
if
Unconscious
the
attacker
is
within
5
feet
of
the
creature.
• An
unconscious
creature
is
incapacitated
(see
the
Petrified condition),
can’t
move
or
speak,
and
is
unaware
of
its
surroundings
• A
petrified
creature
is
transformed,
along
with
any
nonmagical
object
it
is
wearing
or
carrying,
into
a
• The
creature
drops
whatever
it’s
holding
and
falls
solid
inanimate
substance
(usually
stone).
Its
prone.
weight
increases
by
a
factor
of
ten,
and
it
ceases
aging.
• The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
• The
creature
is
incapacitated
(see
the
condition),
can’t
move
or
speak,
and
is
unaware
of
its
• Attack
rolls
against
the
creature
have
advantage.
surroundings.
• Any
attack
that
hits
the
creature
is
a
critical
hit
if
• Attack
rolls
against
the
creature
have
advantage.
the
attacker
is
within
5
feet
of
the
creature.
• The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
• The
creature
has
resistance
to
all
damage.
• The
creature
is
immune
to
poison
and
disease,
although
a
poison
or
disease
already
in
its
system
is
suspended,
not
neutralized.
Poisoned
• A
poisoned
creature
has
disadvantage
on
attack
rolls
and
ability
checks.
Prone
• A
prone
creature’s
only
movement
option
is
to
crawl,
unless
it
stands
up
and
thereby
ends
the
condition.
• The
creature
has
disadvantage
on
attack
rolls.
• An
attack
roll
against
the
creature
has
advantage
if
the
attacker
is
within
5
feet
of
the
creature.
Otherwise,
the
attack
roll
has
disadvantage.
Restrained
• A
restrained
creature’s
speed
becomes
0,
and
it
can’t
benefit
from
any
bonus
to
its
speed.
• Attack
rolls
against
the
creature
have
advantage,
and
the
creature’s
attack
rolls
have
disadvantage.
• The
creature
has
disadvantage
on
Dexterity
saving
throws.
Stunned
• A
stunned
creature
is
incapacitated
(see
the
condition),
can’t
move,
and
can
speak
only
falteringly.
• The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
• Attack
rolls
against
the
creature
have
advantage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
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5.1
359
Appendix PH-B: The Egyptian Pantheon
Fantasy-Historical
Pantheons These
gods
are
a
young
dynasty
of
an
ancient
divine
family,
heirs
to
the
rulership
of
the
cosmos
and
the
The
Celtic,
Egyptian,
Greek,
and
Norse
pantheons
are
maintenance
of
the
divine
principle
of
Ma’at—the
fundamental
order
of
truth,
justice,
law,
and
order
fantasy
interpretations
of
historical
religions
from
that
puts
gods,
mortal
pharaohs,
and
ordinary
men
our
world’s
ancient
times.
They
include
deities
that
and
women
in
their
logical
and
rightful
place
in
the
universe.
are
most
appropriate
for
use
in
a
game,
divorced
The
Egyptian
pantheon
is
unusual
in
having
three
gods
responsible
for
death,
each
with
different
from
their
historical
context
in
the
real
world
and
alignments.
Anubis
is
the
lawful
neutral
god
of
the
afterlife,
who
judges
the
souls
of
the
dead.
Set
is
a
united
into
pantheons
that
serve
the
needs
of
the
chaotic
evil
god
of
murder,
perhaps
best
known
for
killing
his
brother
Osiris.
And
Nephthys
is
a
chaotic
game.
good
goddess
of
mourning.
The Celtic Pantheon The Norse Pantheon
It’s
said
that
something
wild
lurks
in
the
heart
of
Where
the
land
plummets
from
the
snowy
hills
into
every
soul,
a
space
that
thrills
to
the
sound
of
geese
the
icy
fjords
below,
where
the
longboats
draw
up
calling
at
night,
to
the
whispering
wind
through
the
on
to
the
beach,
where
the
glaciers
flow
forward
and
pines,
to
the
unexpected
red
of
mistletoe
on
an
retreat
with
every
fall
and
spring—this
is
the
land
of
oak—and
it
is
in
this
space
that
the
Celtic
gods
dwell.
the
Vikings,
the
home
of
the
Norse
pantheon.
It’s
a
They
sprang
from
the
brook
and
stream,
their
might
brutal
clime,
and
one
that
calls
for
brutal
living.
The
heightened
by
the
strength
of
the
oak
and
the
beauty
warriors
of
the
land
have
had
to
adapt
to
the
harsh
of
the
woodlands
and
open
moor.
When
the
first
conditions
in
order
to
survive,
but
they
haven’t
been
forester
dared
put
a
name
to
the
face
seen
in
the
too
twisted
by
the
needs
of
their
environment.
Given
bole
of
a
tree
or
the
voice
babbling
in
a
brook,
these
the
necessity
of
raiding
for
food
and
wealth,
it’s
gods
forced
themselves
into
being.
surprising
the
mortals
turned
out
as
well
as
they
did.
The
Celtic
gods
are
as
often
served
by
druids
as
by
Their
powers
reflect
the
need
these
warriors
had
for
clerics,
for
they
are
closely
aligned
with
the
forces
of
strong
leadership
and
decisive
action.
Thus,
they
see
nature
that
druids
revere.
their
deities
in
every
bend
of
a
river,
hear
them
in
the
crash
of
the
thunder
and
the
booming
of
the
The Greek Pantheon glaciers,
and
smell
them
in
the
smoke
of
a
burning
longhouse.
The
gods
of
Olympus
make
themselves
known
with
The
Norse
pantheon
includes
two
main
families,
the
gentle
lap
of
waves
against
the
shores
and
the
the
Aesir
(deities
of
war
and
destiny)
and
the
Vanir
crash
of
the
thunder
among
the
cloud-‐‑enshrouded
(gods
of
fertility
and
prosperity).
Once
enemies,
peaks.
The
thick
boar-‐‑infested
woods
and
the
sere,
these
two
families
are
now
closely
allied
against
olive-‐‑covered
hillsides
hold
evidence
of
their
passing.
their
common
enemies,
the
giants
(including
the
Every
aspect
of
nature
echoes
with
their
presence,
gods
Surtur
and
Thrym).
and
they’ve
made
a
place
for
themselves
inside
the
human
heart,
too.
Celtic
Deities
Deity
Alignment
Suggested
Domains
Symbol
The
Daghdha,
god
of
weather
and
crops
CG
Nature,
Trickery
Bubbling
cauldron
or
shield
Arawn,
god
of
life
and
death
NE
Life,
Death
Black
star
on
gray
background
Belenus,
god
of
sun,
light,
and
warmth
NG
Light
Solar
disk
and
standing
stones
Brigantia,
goddess
of
rivers
and
livestock
NG
Life
Footbridge
Diancecht,
god
of
medicine
and
healing
LG
Life
Crossed
oak
and
mistletoe
branches
Dunatis,
god
of
mountains
and
peaks
N
Nature
Red
sun-‐capped
mountain
peak
Goibhniu,
god
of
smiths
and
healing
NG
Knowledge,
Life
Giant
mallet
over
sword
Lugh,
god
of
arts,
travel,
and
commerce
CN
Knowledge,
Life
Pair
of
long
hands
Manannan
mac
Lir,
god
of
oceans
and
sea
creatures
LN
Nature,
Tempest
Wave
of
white
water
on
green
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
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use
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System
Reference
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360
Math
Mathonwy,
god
of
magic
NE
Knowledge
Staff
Morrigan,
goddess
of
battle
CE
War
Two
crossed
spears
Nuada,
god
of
war
and
warriors
N
War
Silver
hand
on
black
background
Oghma,
god
of
speech
and
writing
NG
Knowledge
Unfurled
scroll
Silvanus,
god
of
nature
and
forests
N
Nature
Summer
oak
tree
Greek
Deities
Alignment
Suggested
Domains
Symbol
N
Tempest
Fist
full
of
lightning
bolts
Deity
CG
Light
Sea
shell
Zeus,
god
of
the
sky,
ruler
of
the
gods
CG
Knowledge,
Life,
Light
Lyre
Aphrodite,
goddess
of
love
and
beauty
CE
War
Spear
Apollo,
god
of
light,
music,
and
healing
NG
Life,
Nature
Bow
and
arrow
on
lunar
disk
Ares,
god
of
war
and
strife
LG
Knowledge,
War
Owl
Artemis,
goddess
of
hunting
and
childbirth
NG
Life
Athena,
goddess
of
wisdom
and
civilization
Mare s
head
Demeter,
goddess
of
agriculture
CN
Life
Thyrsus
(staff
tipped
with
pine
cone)
LE
Death
Black
ram
Dionysus,
god
of
mirth
and
wine
CE
Knowledge,
Trickery
Setting
moon
Hades,
god
of
the
underworld
NG
Knowledge
Hammer
and
anvil
Hecate,
goddess
of
magic
and
the
moon
CN
Trickery
Fan
of
peacock
feathers
Hephaestus,
god
of
smithing
and
craft
CG
Tempest,
War
Hera,
goddess
of
marriage
and
intrigue
Lion s
head
Hercules,
god
of
strength
and
adventure
CG
Trickery
Caduceus
(winged
staff
and
serpents)
NG
Life
Hearth
Hermes,
god
of
travel
and
commerce
LN
War
Winged
woman
Hestia,
goddess
of
home
and
family
CN
Nature
Syrinx
(pan
pipes)
Nike,
goddess
of
victory
CN
Tempest
Trident
Pan,
god
of
nature
N
Trickery
Red
pentagram
Poseidon,
god
of
the
sea
and
earthquakes
Tyche,
goddess
of
good
fortune
Egyptian
Deities
Deity
Alignment
Suggested
Domains
Symbol
Re-‐Horakhty,
god
of
the
sun,
ruler
of
the
gods
LG
Life,
Light
Solar
disk
encircled
by
serpent
Anubis,
god
of
judgment
and
death
LN
Death
Black
jackal
Apep,
god
of
evil,
fire,
and
serpents
NE
Trickery
Flaming
snake
Bast,
goddess
of
cats
and
vengeance
CG
War
Cat
Bes,
god
of
luck
and
music
CN
Trickery
Image
of
the
misshapen
deity
Hathor,
goddess
of
love,
music,
and
motherhood
NG
Life,
Light
Horned
cow s
head
with
lunar
disk
Imhotep,
god
of
crafts
and
medicine
NG
Knowledge
Step
pyramid
Isis,
goddess
of
fertility
and
magic
NG
Knowledge,
Life
Ankh
and
star
Nephthys,
goddess
of
death
and
grief
CG
Death
Horns
around
a
lunar
disk
Osiris,
god
of
nature
and
the
underworld
LG
Life,
Nature
Crook
and
flail
Ptah,
god
of
crafts,
knowledge,
and
secrets
LN
Knowledge
Bull
Set,
god
of
darkness
and
desert
storms
CE
Death,
Tempest,
Trickery
Coiled
cobra
Sobek,
god
of
water
and
crocodiles
LE
Nature,
Tempest
Crocodile
head
with
horns
and
plumes
Thoth,
god
of
knowledge
and
wisdom
N
Knowledge
Ibis
Norse
Deities
Alignment
Suggested
Domains
Symbol
NG
Knowledge,
War
Watching
blue
eye
Deity
NE
Tempest
Rough
ocean
waves
Odin,
god
of
knowledge
and
war
NG
Life,
Light
Gem-‐encrusted
silver
chalice
Aegir,
god
of
the
sea
and
storms
N
Light
Head
of
a
bearded
man
Balder,
god
of
beauty
and
poetry
NG
Life,
Light
Ice-‐blue
greatsword
Forseti,
god
of
justice
and
law
NG
Life
Falcon
Frey,
god
of
fertility
and
the
sun
Freya,
goddess
of
fertility
and
love
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
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5.1
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Frigga,
goddess
of
birth
and
fertility
N
Life,
Light
Cat
Heimdall,
god
of
watchfulness
and
loyalty
LG
Light,
War
Curling
musical
horn
Hel,
goddess
of
the
underworld
NE
Death
Woman s
face,
rotting
on
one
side
Hermod,
god
of
luck
CN
Trickery
Winged
scroll
Loki,
god
of
thieves
and
trickery
CE
Trickery
Flame
Njord,
god
of
sea
and
wind
NG
Nature,
Tempest
Gold
coin
Odur,
god
of
light
and
the
sun
CG
Light
Solar
disk
Sif,
goddess
of
war
CG
War
Upraised
sword
Skadi,
god
of
earth
and
mountains
N
Nature
Mountain
peak
Surtur,
god
of
fire
giants
and
war
LE
War
Flaming
sword
Thor,
god
of
storms
and
thunder
CG
Tempest,
War
Hammer
Thrym,
god
of
frost
giants
and
cold
CE
War
White
double-‐bladed
axe
Tyr,
god
of
courage
and
strategy
LN
Knowledge,
War
Sword
Uller,
god
of
hunting
and
winter
CN
Nature
Longbow
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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Appendix PH-C: Planar Travel
The Planes of
Existence When
adventurers
travel
into
other
planes
of
existence,
they
are
undertaking
a
legendary
journey
The
cosmos
teems
with
a
multitude
of
worlds
as
well
across
the
thresholds
of
existence
to
a
mythic
as
myriad
alternate
dimensions
of
reality,
called
the
destination
where
they
strive
to
complete
their
planes
of
existence.
It
encompasses
every
world
quest.
Such
a
journey
is
the
stuff
of
legend.
Braving
where
GMs
run
their
adventures,
all
within
the
the
realms
of
the
dead,
seeking
out
the
celestial
relatively
mundane
realm
of
the
Material
Plane.
servants
of
a
deity,
or
bargaining
with
an
efreeti
in
Beyond
that
plane
are
domains
of
raw
elemental
its
home
city
will
be
the
subject
of
song
and
story
for
matter
and
energy,
realms
of
pure
thought
and
ethos,
years
to
come.
the
homes
of
demons
and
angels,
and
the
dominions
Travel
to
the
planes
beyond
the
Material
Plane
can
of
the
gods.
be
accomplished
in
two
ways:
by
casting
a
spell
or
Many
spells
and
magic
items
can
draw
energy
by
using
a
planar
portal.
from
these
planes,
summon
the
creatures
that
dwell
Spells.
A
number
of
spells
allow
direct
or
indirect
there,
communicate
with
their
denizens,
and
allow
access
to
other
planes
of
existence.
Plane
shift
and
adventurers
to
travel
there.
As
your
character
gate
can
transport
adventurers
directly
to
any
other
achieves
greater
power
and
higher
levels,
you
might
plane
of
existence,
with
different
degrees
of
walk
on
streets
made
of
solid
fire
or
test
your
mettle
precision.
Etherealness
allows
adventurers
to
enter
on
a
battlefield
where
the
fallen
are
resurrected
with
the
Ethereal
Plane
and
travel
from
there
to
any
of
each
dawn.
the
planes
it
touches—such
as
the
Elemental
Planes.
And
the
astral
projection
spell
lets
adventurers
The Material Plane project
themselves
into
the
Astral
Plane
and
travel
to
the
Outer
Planes.
The
Material
Plane
is
the
nexus
where
the
Portals.
A
portal
is
a
general
term
for
a
stationary
philosophical
and
elemental
forces
that
define
the
interplanar
connection
that
links
a
specific
location
other
planes
collide
in
the
jumbled
existence
of
on
one
plane
to
a
specific
location
on
another.
Some
mortal
life
and
mundane
matter.
All
fantasy
gaming
portals
are
like
doorways,
a
clear
window,
or
a
fog-‐‑
worlds
exist
within
the
Material
Plane,
making
it
the
shrouded
passage,
and
simply
stepping
through
it
starting
point
for
most
campaigns
and
adventures.
effects
the
interplanar
travel.
Others
are
locations—
The
rest
of
the
multiverse
is
defined
in
relation
to
circles
of
standing
stones,
soaring
towers,
sailing
the
Material
Plane.
ships,
or
even
whole
towns—that
exist
in
multiple
The
worlds
of
the
Material
Plane
are
infinitely
planes
at
once
or
flicker
from
one
plane
to
another
diverse,
for
they
reflect
the
creative
imagination
of
in
turn.
Some
are
vortices,
typically
joining
an
the
GMs
who
set
their
games
there,
as
well
as
the
Elemental
Plane
with
a
very
similar
location
on
the
players
whose
heroes
adventure
there.
They
include
Material
Plane,
such
as
the
heart
of
a
volcano
magic-‐‑wasted
desert
planets
and
island-‐‑dotted
(leading
to
the
Plane
of
Fire)
or
the
depths
of
the
water
worlds,
worlds
where
magic
combines
with
ocean
(to
the
Plane
of
Water).
advanced
technology
and
others
trapped
in
an
endless
Stone
Age,
worlds
where
the
gods
walk
and
Transitive Planes
places
they
have
abandoned.
The
Ethereal
Plane
and
the
Astral
Plane
are
called
Beyond the Material the
Transitive
Planes.
They
are
mostly
featureless
realms
that
serve
primarily
as
ways
to
travel
from
Beyond
the
Material
Plane,
the
various
planes
of
one
plane
to
another.
Spells
such
as
etherealness
and
existence
are
realms
of
myth
and
mystery.
They’re
astral
projection
allow
characters
to
enter
these
not
simply
other
worlds,
but
different
qualities
of
planes
and
traverse
them
to
reach
the
planes
beyond.
being,
formed
and
governed
by
spiritual
and
The
Ethereal
Plane
is
a
misty,
fog-‐‑bound
elemental
principles
abstracted
from
the
ordinary
dimension
that
is
sometimes
described
as
a
great
world.
ocean.
Its
shores,
called
the
Border
Ethereal,
overlap
the
Material
Plane
and
the
Inner
Planes,
so
that
every
location
on
those
planes
has
a
corresponding
location
on
the
Ethereal
Plane.
Certain
creatures
can
see
into
the
Border
Ethereal,
and
the
see
invisibility
Not
for
resale.
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granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
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5.1
363
and
true
seeing
spell
grant
that
ability.
Some
magical
actual
homes
are
not
literally
“places”
at
all,
but
effects
also
extend
from
the
Material
Plane
into
the
exemplify
the
idea
that
the
Outer
Planes
are
realms
Border
Ethereal,
particularly
effects
that
use
force
of
thought
and
spirit.
As
with
the
Elemental
Planes,
energy
such
as
forcecage
and
wall
of
force.
The
one
can
imagine
the
perceptible
part
of
the
Outer
depths
of
the
plane,
the
Deep
Ethereal,
are
a
region
Planes
as
a
sort
of
border
region,
while
extensive
of
swirling
mists
and
colorful
fogs.
spiritual
regions
lie
beyond
ordinary
sensory
The
Astral
Plane
is
the
realm
of
thought
and
experience.
dream,
where
visitors
travel
as
disembodied
souls
to
Even
in
those
perceptible
regions,
appearances
reach
the
planes
of
the
divine
and
demonic.
It
is
a
can
be
deceptive.
Initially,
many
of
the
Outer
Planes
great,
silvery
sea,
the
same
above
and
below,
with
appear
hospitable
and
familiar
to
natives
of
the
swirling
wisps
of
white
and
gray
streaking
among
Material
Plane.
But
the
landscape
can
change
at
the
motes
of
light
resembling
distant
stars.
Erratic
whims
of
the
powerful
forces
that
live
on
the
Outer
whirlpools
of
color
flicker
in
midair
like
spinning
Planes.
The
desires
of
the
mighty
forces
that
dwell
coins.
Occasional
bits
of
solid
matter
can
be
found
on
these
planes
can
remake
them
completely,
here,
but
most
of
the
Astral
Plane
is
an
endless,
open
effectively
erasing
and
rebuilding
existence
itself
to
domain.
better
fulfill
their
own
needs.
Distance
is
a
virtually
meaningless
concept
on
the
Inner Planes Outer
Planes.
The
perceptible
regions
of
the
planes
often
seem
quite
small,
but
they
can
also
stretch
on
The
Inner
Planes
surround
and
enfold
the
Material
to
what
seems
like
infinity.
It
might
be
possible
to
Plane
and
its
echoes,
providing
the
raw
elemental
take
a
guided
tour
of
the
Nine
Hells,
from
the
first
substance
from
which
all
the
worlds
were
made.
The
layer
to
the
ninth,
in
a
single
day—if
the
powers
of
four
Elemental
Planes—Air,
Earth,
Fire,
and
the
Hells
desire
it.
Or
it
could
take
weeks
for
Water—form
a
ring
around
the
Material
Plane,
travelers
to
make
a
grueling
trek
across
a
single
suspended
within
the
churning
Elemental
Chaos.
layer.
At
their
innermost
edges,
where
they
are
closest
The
most
well-‐‑known
Outer
Planes
are
a
group
of
to
the
Material
Plane
(in
a
conceptual
if
not
a
literal
sixteen
planes
that
correspond
to
the
eight
geographical
sense),
the
four
Elemental
Planes
alignments
(excluding
neutrality)
and
the
shades
of
resemble
a
world
in
the
Material
Plane.
The
four
distinction
between
them.
elements
mingle
together
as
they
do
in
the
Material
Plane,
forming
land,
sea,
and
sky.
Farther
from
the
Outer Planes
Material
Plane,
though,
the
Elemental
Planes
are
both
alien
and
hostile.
Here,
the
elements
exist
in
The
planes
with
some
element
of
good
in
their
their
purest
form—great
expanses
of
solid
earth,
nature
are
called
the
Upper
Planes.
Celestial
blazing
fire,
crystal-‐‑clear
water,
and
unsullied
air.
creatures
such
as
angels
and
pegasi
dwell
in
the
These
regions
are
little-‐‑known,
so
when
discussing
Upper
Planes.
Planes
with
some
element
of
evil
are
the
Plane
of
Fire,
for
example,
a
speaker
usually
the
Lower
Planes.
Fiends
such
as
demons
and
devils
means
just
the
border
region.
At
the
farthest
extents
dwell
in
the
Lower
Planes.
A
plane’s
alignment
is
its
of
the
Inner
Planes,
the
pure
elements
dissolve
and
essence,
and
a
character
whose
alignment
doesn’t
bleed
together
into
an
unending
tumult
of
clashing
match
the
plane’s
experiences
a
profound
sense
of
energies
and
colliding
substance,
the
Elemental
dissonance
there.
When
a
good
creature
visits
Chaos.
Elysium,
for
example
(a
neutral
good
Upper
Plane),
it
feels
in
tune
with
the
plane,
but
an
evil
creature
Outer Planes feels
out
of
tune
and
more
than
a
little
uncomfortable.
If
the
Inner
Planes
are
the
raw
matter
and
energy
that
makes
up
the
multiverse,
the
Outer
Planes
are
Demiplanes
the
direction,
thought
and
purpose
for
such
construction.
Accordingly,
many
sages
refer
to
the
Demiplanes
are
small
extradimensional
spaces
with
Outer
Planes
as
divine
planes,
spiritual
planes,
or
their
own
unique
rules.
They
are
pieces
of
reality
godly
planes,
for
the
Outer
Planes
are
best
known
as
that
don’t
seem
to
fit
anywhere
else.
Demiplanes
the
homes
of
deities.
come
into
being
by
a
variety
of
means.
Some
are
When
discussing
anything
to
do
with
deities,
the
created
by
spells,
such
as
demiplane,
or
generated
at
language
used
must
be
highly
metaphorical.
Their
the
desire
of
a
powerful
deity
or
other
force.
They
may
exist
naturally,
as
a
fold
of
existing
reality
that
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
364