Monster Manual
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MONSTER MANUAl . ·,
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CREDITS
I
D&D Lead Designers: Mike Mearls, Jeremy Crawford
Monster Manual Lead: C.hristopher Perkins
Stat Block Development: Chris Sims, Rodney Thompson,
'•
Peter Lee
Story Development: Robert
Co~tri'Butors:
Bruce R. Cordell, Kim 'Mohan, Chris
Dup1:1is, Tom La Pille, Miranda Horner, Jennifer Clarke Wilkes,
Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen,
R.A . Salvatore
Additional
Project Management: Neil Shinkle, Kim Graham, John Hay
Production Services: Cynda Callaway, Brian Dumas,
·
J. Schwalb, Matt Sernett,
Steve Townshend, James Wyatt
Jefferson Dunlap, David Gershman, Matt Knannlein,
Anita Williams
Editing: Scott Fitzgerald Gray
Managing Editor: Jeremy Crawford
Producer: Greg Bilsland
Brand and Marketing: Nathan Stewart, Liz Schuh,
Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette,
Mari Kolkowsky, Melissa Rapier, Shauna Narciso
Graphic Designers: Bree Heiss, Emi Tanji, Barry Craig
Cover Illustrator: Raymond Swanland
Interior Illustrators: Tom Babbey, Daren Bader, John-Paul
Balmet, Mark Behm, Eric Belisle, Michael Berube, Zoltan
Boros, Christopher Bradley, Aleksi Briclot, Filip Burburan,
Christopher Burdett, Sam B-urley, Mike Burns, Wesley Burt,
Milivoj Ceran, Jedd Chevrier, Conceptopolis, Adam Danger
Cook, Julie Dillon, Dave Dorman, Jesper Ejsing, Emrah
Elmasli, Wayne England, Mike Faille, Toma Feizo Gas,
Emily Fiegenschuh, Tomas Giorello, E.M. Gist, Lars GrantWest, E.W. Hekaton, jD, Jo·n Hodgson, Ralph Horsley, Kurt
Huggins and Zelda Devon, Lake Hurwitz, Tyler Jacobson,
Vance Kovacs, Daniel Landerman, Lindsey Look, Daniel
Ljunggren, Raphael Lubke, Titus Lunter, Slawomir Maniak,
Andrew Mar, Brynn Metheney, Christopher Moeller, Mark
Molnar, Marco Nelor, Jim Nelson, Mark A. Nelson, Hector
Ortiz, Ryan Pancoast, Adam Paquette, Jim Pavelec, Kate
Pfeilschiefter, Steve Prescott, Vincent Proce, Darrell Riche,
Ned Rogers, Scott Roller, Jasper Sandner, Mike Sass, Marc
Sasso, llya Shkipin, Carmen Sinek, Craig J Spearing, Annie
Stegg, Zack Stella, Matt Stewart, Raymond Swan land,
Justin Sweet, Anne Stokes, Matias Tapia, Cory TregoErdner, Autumn Rain Turkel, Cyril Van Der Haegen, David
Vargo, Franz Vohwinkel, Richard Whitters, Sam Wood, Ben
Wootten, Kieran Yanner, Min Yum, Mark Zug
Chris Lindsay, Shelly Mazzanoble, Hilary Ross,
Laura Tommervik, Kim Lundstrom, Trevor Kidd
Based on the original game created by
E. Gary Gygax and Dave Arneson,
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye
Drawing from further development by
J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston,
Harold Johnson, David "Zeb" Cook, Ed Greenwood,
Keith Baker, Tracy Hickman, Margaret We is, Douglas Niles,
Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins,
and Rob Heinsoo
Playtesting provided by
over 175,000 fans of D&D. Thank you!
Additional feedback provided by
Robert Alaniz, Anthony Caroselli, Josh Dillard, Curt Duval,
Sam E. Simpson Jr., Adam Hennebeck, Sterling Hershey,
Paul Hughes, Doug Irwin, Ken J. Breese, Yan Lacharite, Tom
Lommel, Jonathan Longstaff, Rory Madden, Matt Maranda,
Paul Melamed, Mike Mihalas, David Milman, Daren Mitchell,
Claudio Pozas, John Proudfoot, Karl Resch, M. Sean Molley,
Sam Sherry, Pieter Sleijpen, David "Oak" Stark, Vincent
Venturella, Fredrick Wheeler, Arthur Wright
ON THE COVER
Raymond Swan land illustrates the Xanathar
ambushing explorers in the darkest depths
of Undermountain, proving that the beholder
crime lord's interests run deep beneath the
city ofWaterdeep.
620A9218000001 EN
ISBN: 978-0-7869-6561-8
First Printing: September 2014
987654321
CE
Disclaimer: Any similarities between monsters depicted in this book and monsters that actually exist are purely
coincidental. That goes double for mind jlayers, which absolutely, utterly, and completely do not exist, nor do they
secretly run the Da[D team. Do we really need a disclaimer to tell you that? You shouldn't use your brain to consider
such irrational thoughts. They only make the mind cluttered, c~nfused, and unpleasantly chewy. A good brain is nice,
tender, and barely used. Go ahead, put down this book and watch some reality TV or Internet cat videos. They're really
funny these days. You won't regret it. We say this only because we love you and your juicy, succulent gamer brain .
DUNGEONS & DRAGONS , D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook , Monster Manual, Dungeon Master 's Guide, all other Wizards of
the Coast product names, and their re spec tive logos are trademarks of\vizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property
of Wizards of th e Coast. This material is protected•under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©201'4 Wizards ofthe Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boechat 31,2800 Delemont, CH.
Represented by Ha sbro Europe 4 The SQuare Stockley Park lJxbrjdge Middlesex lJB11 lET UK PRINTED IN THE USA.
Please ·retajn company details for future reference.
CONTENTS
Introduction .. . .. .. . .. ... ... .. ... 4
Aarakocra ............ . .. ....... 12
Aboleth .. ..... . .... .. . .. .. .. ... 13
Angels ... .... . ..... . ....... .. .. 15
Animated Objects ..... . .... ... . . 19
Ankheg ...... . .. . . .. . .......... 21
Azer .......... ...... . . . ... . .. .. 22
Banshee ......... . . . . ...... . .... 23
Basilisk .............. . .. . . ..... 24
Behir . .. .. ................. .. . . 25
Beholders ........... . .......... 26
Blights .. . ....... ............... 31
Bugbears ....... .. .............. 33
Bulette .. . .. . . ... .... . .......... 34
Bullywug . ..... ......... . .. ..... 35
Cambion .. . .. . ............ . ... . 36
Carrion Crawler ................ 37
Centaur ... . .. . ... . . . .. . . .. ..... 38
Chimera ..... .. .......... .. ... . 39
Chuul .. . .. ... . . .. .. ... . . . .... .. 40
Cloaker ...... . .. . ...... . .. . ... . 41
Cockatrice .. . ... . .... .. .. .. .. .. 42
Couatl . . .. .... . . .. . .. . . ........ 43
Crawling Claw .. .. . ... . . ... ..... 44
Cyclops ..... . .. . .. .. . ...... . ... 45
Darkmantle ... .. ~ ..... . .. . ... .. 46
Death Knight .. . . ... ... . . . .. ... . 47
Demilich .. . ...... . .. . .. .. . . .... 48
Demons ......... ·"· ... .. . .. . . ... 50
Devils .. ......... : . .. . ..... . ... . 66
Dinosaurs . ............ . .. . ..... 79
Displacer Beast ........ ..... .... 81
Doppelganger ........ ..... . ..... 82
Dracolich .. . .. .................. 83
Dragon, Shadow ... . ......... .. . 84
Dragons . . .. .. . .. ............. . 86
Dragon Turtle ............. .. . . 119
Drider . .. . .. ........ . ......... 120
Dryad . .. .... . ......... .... ... . 121
Duergar . .. . .. . .. ............. . 122
Elementals ............. . .. .... 123
Elves: Drow .... . . . ....... . ... . 126
Empyrean ................. . .. . 130
Ettercap ...... . .. . . ..... . .. .. . . 131
Ettin .. ..... .... ... . . . .. . ... . .. 132
Faerie Dragon . ...... . . . . .. .. .. 133
Flameskull ........ . . . ... . .. ... 134
Flumph . .. . . . . .. ...... . . .. .... 135
Fomorian .... .. .. ..... . . . ..... 136
Fungi ............ . .... .... . ... 137
Galeb Duhr ... . ..... . .......... 139
Gargoyle . .. ..... .. ... .. ..... .. 140
Genies . .. .. . .. .. ..... . . .... ... 141
Ghost . .. . .... ...... . . .. .. . .. .. 147
Ghouls ....... . ........... .. .. . 148
Giants ........ .. .... . .. . .. . .. . 149
Gibbering Mouther .... . ...... .. 157
Gith ...... . .......... ..... ..... 158
Gnolls . . .. . .. . . .. ...... . . ..... 162
Gnome, Deep (Svirfneblin) . . .. . . 164
Goblins ................. . ..... 165
Colems ........ ...... . .. .... .. 167
Gorgon ..... .... .. .. .... .. . .. . 171
Grell ... ... ...... .. . . .. ....... . 172
Grick . . ....... .. ... . .. ........ 173
Griffon . . ....... . ... .. .. . ..... . 174
Grimlock . . .. .. .... . ... .. . .... . 175
Hags ............. . ... . ... . .... 176
Half-Dragon .. . .. . ... . .. . ...... 180
Harpy .. . . .. . .. .... ... . . .. ... .. 181
Hell Hound . .. . ....... . . . ... ... 182
Helmed Horror .......... . . .. .. 183
Hippogriff ............. . .... . .. 184
Hobgoblins . . . . ........ .. . .. . . . 185
Homunculus . .. ........ .. .. . ... 188
Hook Horror ... . .... .. ...... . .. 189
Hydra ..... . ... . ... ..... . .. .. .. 190
Intellect Devourer ............ .. 191
Invisible Stalker .. ........... .. 192
Jackalwere .... . .. . ....... ..... 193
Kenku . . ..... . ........ . .... . .. 194
Kobolds ...... .. .. .. . ...... . . .. 195
Kraken ....... . ... .. .... .. . . . . . 196
Kuo-toa ... . ....... . ...... . .. .. 198
Lamia . .... . ....... . .. ... . .... 201
Lich . ......... . .. .. . ..... ... .. 202
Lizardfolk ....... .. .. .. ........ 204
Lycanthropes .... .. .. . ... .. ... . 206
Magmin ................. . ..... 212
Manticore ........... .. ..... . . . 213
Medusa ........... .. .. . ....... 214
Mephits . . ...... ... . ... . ...... . 215
Merfolk .......... .. . . . . ....... 218
Merrow ....... ..... . .... ...... 219
Mimic ........ . .. ... . .. ....... 220
Mind Flayer .. . .... .. .. ..... ... 221
Minotaur . .. . ... .. . .... ........ 223
Modrons ........ . . .... . ..... .. 224
Mummies ... . .... .. . . .... . .... 227
Myconids . ... . .... .. .. .. .. . .... 230
Nagas .. ...... . ... .. ...... . .... 233
Nightmare ..... .... ..... . . .. . . 235
Nothic .... ..... .. .. . ........ . . 236
Ogres ... . . . . .. .. . ... . ...... ... 237
Oni . ........... . .... . ...... . .. 239
Oozes . .... . .... . .. . . . ... .. .. . . 240
Orcs ... . ................ .. .... 244
Oty ugh .. . .. ......... .. . .. .... 248
Owlbear . ......... . . . ......... 249
Pegasus . ... ........ .. .. . ...... 250
Peryton ....... .. . .. .. ......... 251
Piercer .. .. . . ... . .. ........ .. .. 252
Pixie . .. ..... .. . .. .......... ... 253
Pseudodragon ........ .. ... . . .. 254
Purple Worm ..... . ... .. . ... . .. 255
Quaggoth .. . ......... ...... .. . 256
Rakshasa ....... . ... .. ...... .. 257
Remorhazes ....... ... ...... . .. 258
Revenant .. ... . . .... . .. ..... . .. 259
Roc ...... .. ......... . .. ... .... 260
Roper ....... . ......... .. . . . . .. 261
Rust Monster . . . . .... . . . . ...... 262
Sahuagin ....... .... . ...... ... 263.
Salamanders . ..... . .... ... . , .' . 265
Satyr . . .. ...... . ... ... . . ....... 267
Scarecrow . .... .... . ..... . .... 268
Shadow . .. . . .. .. ..... ......... 269
Shambling Mound . .. . ... : . .'' .. ·. ~70
S hield Guardian . ........... ... . 271
Skeletons .. . . . .. .. . . .. . ....... 272
Slaadi ............ . . ..... ·. .... 274
Specter ..... . . .. ....... .... . . . 279
Sphinxes .... .. .. . ... . ......... 280
Sprite .. . .. ... . .. •.. . ...... ... . . 283
Stirge ............ . ......... .. . 284
Succubus/ Incubus .. .... ....... 285
Tarrasque ..................... 286
Thri-kreen . ............ . ....... 288
Treant ...... . .. .. ..... . .. . ..... 289
Troglodyte .. . .. . ..... .. . . ...... 290
Troll ...... . ..... . ..... . . . ..... 291
Umber Hulk ... . ............... 292
Unicorn .... ................ . .. 293
Vampires ....... . ............. 295
Water Weird . .. . . .. ......... .. . 299
Wight .. . .. . . . .. .. . ......... . . . 300
Will-o'-wisp . . . ... ....... .. -. ... 301
Wraith .. .. . . . ...... .. ....... .. 302
Wyvern . . .. . .. ... . ..... .. ..... 303
Xorn ... . .. . .. . . . ..... . ........ 304
Yetis .......... .. . . .. . ... .. ... . 305
Yuan-ti ...... . . . . ....... . ...... 307
Yugoloths .................. .. . 311
Zombies ........ . . . .. .. .... .. .' 315
Append ix A: Miscellaneous
Creatures ........ ... ........ 317
Appendix B: Nonplayer
Characters ...... . .. .. . . ... .. 342
Index of Stat Blocks .. .. .. . .... . 351
INTRODUCTION
his bestiary is for storytellers and worldbuilders. If you have ever thought about
running a DUNGEONS & DRAGONS game
for your friends, either a single night's
adventure or a long-running campaign,
this tome contains page after page of
inspiration. It's your one-stop shop for
creatures both malevolent and benign.
Some of the creatures that inhabit the worlds of
D&D have origins rooted in real-world mythology and
fantasy literature. Other creatures are D&D originals.
The monsters in this book have been culled from all
previous editions of the game. Herein you'll discover
classic critters such as the beholder and the displacer
beast next to more recent creations such as the chuul
and the twig blight. Common beasts mingle with the
weird , the terrifying, and the ridiculous. In collecting
.mons~ers from the past, we've endeavored to reflect the
multifaceted nature of the game, warts and all. D&D
monsters come in all shapes and sizes, with stories that
not only thrill us but also make us smile.
If you're an experienced Dungeon Master (DM), a few
of th<'; monster write-ups might surprise you, for we've
gone into the Monster Manuals of yore and discovered
some long-lost factoids. We've also added a few new
twists . Naturally, you can do with these monsters what
you will. Nothing we say here is intended to curtail
your creativity. If the minotaurs in your world are
shipbuilders and pirates, who are we to argue with you?
>It's your world, after all.
How TO UsE THIS BooK
The best thing about being a DM is that you get to invent
your own fantasy world and bring it to life, and nothing
brings a D&D world to life more than the creatures
that inhabit it. You might read a monster's entry and
be spurred to create an adventure revolving around it,
or you might have an awesome idea for a dungeon and
· need just the right monsters to populate it. That's where
the Monster Manual comes in handy.
The Monster Manual is one of three books that form
the foundation of the DUNGEONS & DRAGONS game,
the other two being the Player's Handbook and the
Dungeon Master's Guide. The Monster Manual, like
the Dungeon Master's Guide, is a book for DMs. Use it
to populate your D&D adventures with pesky goblins,
stinky troglodytes, savage orcs, mighty dragons, and a
veritable horde of creepy crawlies.
Guidelines for creating encounters with monsters can
be found in the Dungeon Master's Guide. That book also
contains wandering monster tables and other goodies
to help you use the monsters in this book in interesting
ways, as well as advice for modifying monsters and
creating your own.
If you've never run a D&D adventure before, we
recommend that you pick up the DUNGEONS & DRAGONS
Starter Set, which demonstrates how to take a bunch of
monsters and build an exciting adventure around them.
WHAT Is
A
MoNSTER?
A monster is defined as any creature that can be
interacted with and potentially fought and killed. Even
something as harmless as a frog or as benevolent as
a unicorn is a monster by this definition. The term
also applies to humans, elves, dwarves, and other
civilized folk who might be friends or rivals to the player
characters. Most of the monsters that haunt the D&D
world, however, are threats that are meant to be stopped:
rampaging demons, conniving devils, soul-sucking
undead, summoned elementals- the list goes on.
This book contains ready-to-play, easy-to-run
monsters of all levels, and for nearly every climate and
terrain imaginable. Whether your adventure takes place
in a swamp, a dungeon, or the outer planes of existence,
there are creatures in this book to populate that
environment.
WHERE Do MoNSTERS DwELL?
If you are new to the D&D game, you might not be
familiar with the weird and wondrous places where
monsters can be found and fought.
DuN GE ON S
When most people think of a dungeon, images of dark
cells with iron bars and shackles spring to mind. In
the D&D game, the word "dungeon" takes on a broader
meaning to include any enclosed, monster-infested
location. Most dungeons are sprawling underground
complexes. Here are a few other examples:
A ruined wizard's tower atop a lonely hill riddled with
goblin-infested tunnels
• A pharaoh's pyramid filled with haunted crypts and
secret treasure vaults
• A lost city in the jungle, overgrown with vines and
overrun with demons and demon-worshiping cultists
The icy tomb of a frost giant king
A filthy, labyrinthine sewer system controlled by a
gang of wererats
THE UNDERDA RK
There is no greater dungeon than the Underdark, the
underworld beneath the surface world. It is a vast
subterranean realm where monsters accustomed to
darkness dwell. It is a place filled with lightless caverns
connected by tunnels that wind ever downward. One
could spend a lifetime (however brief!) exploring the
Underdark and find such places as the following:
A mind flayer prison or asylum, filled with mindless
thralls and raving lunatics
A lost dwarven necropolis containing row after row of
dusty tombs waiting to be plundered
• A fortified outpost br-i stling with armaments, guarding
the way to a magnificent drow city
A subterranean rift filled with giant fungi and ruled by
a megalomaniacal beholder or mad fomorian king
• A chain of rocky islands on a vast, sunless sea that's
home to aboleths and insane kuo-toa
ThE WILDERNESS
Not all monsters lurk underground. Many of them
inhabit deserts, mountains, swamps, canyons, forests,
and other natural settings. The wilderness can be just
as dangerous as any dungeon, particularly when there's
nowhere to hide! Some wilderness locations are just as
memorable as any dungeon:
• A roc's nest made of shattered ship hulls, built atop a
lonely mountain or rocky hill
A vast arctic tundra that serves as a hunting ground
for berserkers and yeti
A primeval forest protected by treants or corrupted by
demon-worshiping gnolls
A fog-shrouded swamp haunted by lizardfolk that
worship a vile black dragon
A jungle island inhabited by dinosaurs and human
tribal warriors
TOWNS AND CITIES
Some of the best adventures unfold in the cradles of
civilization. Urban settings afford adventurers the
chance to rub shoulders with the rich and powerful, butt
heads with the dregs of society, and peel back the veneer
of civility to see the monstrous evil lurking beneath.
Within a medieval town or city are places as deadly as
any dungeon:
• A clock tower that serves as a base for a guild of
kenku rogues and assassins
• A slavers' den hidden in an orphanage run by a
rakshasa disguised as the headmaster
A wizard's academy rife with corruption and practitioners of the necromantic arts
A noble's manor where rich, devil-worshiping cultists
gather to perform sacrifices
• A temple, vault, or museum watched day and night by
animated constructs
UNDERWATER
Not all adventures take place on land. This book casts
light on several creatures that haunt the oceans of the
world, from the devilish sahuagin to the peaceful aquatic
elves who loathe them. Within this aquatic domain are
many surprising adventure locations:
• A graveyard of sunken ships haunted by sharks,
aquatic ghouls, and angry ghosts
• A storm giant's coral castle, beautiful yet foreboding
• A lost city on the sea floor, encased in a magic bubble
of air and ruled by a medusa queen
A kraken's cave or bronze dragon's cavernous lair,
filled with ancient treasures
A sunken temple of Sekolah, evil god of the sahuagin
THE PLANES OF EXISTENCE
The Abyss. The Nine Hells. The City of Brass. Such
faraway places beckon high-level adventurers to their
doorsteps, defying the brave and the foolhardy to
overthrow their evil masters and unlock their hidden
mysteries. Many powerful, weird creatures live on other
planes of existence, from orderly modrons to murderous
demons. When it comes to interesting adventure
locations, not even the sky is the limit when you pass
beyond the boundaries of the world:
• A pit fiend's stronghold on Avern us, the first layer of
the Nine Hells
• A haunted castle in the Shadowfell that serves as a
shadow dragon's lair
An elf queen's tomb in the Feywild
A djinni's palace on the Elemental P lane of Air, filled
with marvelous stolen treasures
A lich's secret demiplane, where the undead arch mage
hides its phylactery and spellbook
See the Dungeon Master's Guide for more information
on the planes of existence.
WHAT MoNSTERS TO UsE?
Many monsters inhabit dungeons, while others live in
deserts, forests, labyrinths, and other environments.
Regardless of which environment a monster
traditionally calls home, you can place it anywhere
you want. After all, "fish out of water" stories are
memorable, and sometimes it's fun to surprise players
with gricks hiding under the desert sands or a dryad
living in a giant mushroom in the Underdark.
STATISTICS
A monster's statistics, sometimes referred to as its stat
block, provide the essential information that you need
to run the monster.
SIZE
A monster can be Tiny, Small, Medium, Large, Huge,
or Gargantuan. The Size Categories table shows how
much space a creature of a particular size controls
in combat. See the Player's Handbook for more
information on creature size and space.
SIZE CATEGO RI ES
Size
Tiny
Smal l
Medium
Large
Huge
Gargantuan
Space
21/2 by 21/2 ft.
5 by 5 ft.
5 by 5 ft.
10 by 10ft.
15 by 15 ft.
20 by 20ft. or larger
Exam ples
Imp, sprite
Giant rat, goblin
Ore, werewolf
Hippogriff, ogre
Fire giant, treant
Kraken, purple worm
M O DIFYING CREAT U RES
Despite the versatile col lection of monsters in this book,
you might be at a loss when it comes to finding the perfect
creature for part of an adventure. Feel free to tweak an
existing creature to make it into something more useful for
you, perhaps by borrowing a trait or two from a different
monster or by using a varia nt or template, su~h as the
ones in this book. Keep in mind that modifying a monster,
including when you apply a temp late to it, might change its
chal lenge rating.
For advice on how to customize creatures and calculate
their chal lenge ratings, see the Dungeon Master's Guide.
6
l \,,,
''
'
A monster's type speaks to its fundamental nature.
Certain spells, magic items, class features, and other
effects in the game interact in special ways with
creatures of a particular type. For example, an arrow of
dragon slaying deals extra damage not only to dragons
but also other creatures of the dragon type, such as
dragon turtles and wyverns.
The game includes the following monster types, which
have no rules of their own.
Aberrations are utterly alien beings. Many of them
have innate magical abilities drawn from the creature's
alien mind rather than the mystical forces of the world.
The quintessential aberrations are aboleths, beholders,
mind fiayers, and slaadi.
Beasts are nonhumanoid creatures that are a natural
part of the fantasy ecology. Some of them have magical
powers, but most are unintelligent and lack any society
or language. Beasts include all varieties of ordinary
animals, dinosaurs, and giant versions of animals.
Celestials are creatures native to the Upper Planes.
Many of them are the servants of deities, employed
as messengers or agents in the mortal realm and
throughout the planes. Celestials are good by nature,
so the exceptional celestial who strays from a good
alignment is a horrifying rarity. Celestials include
angels, couatls, and pegasi.
Constructs are made, not born. Some are
programmed by their creators to'follow a simple set of
instructions, while others are imbued with sentience
and capable of independent thought. Golems are the
iconic constructs. Many creatures native to the outer
plane of Mechanus, such as modrons, are constructs
shaped from the raw material of the plane by the will of
more powerful creatures.
Dragons are large reptilian creatures of ancient origin
and tremendous power. True dragons, including the
good metallic dragons and the evil chromatic dragons,
are highly intelligent and have innate magic. Also in this
category are creatures distantly related to true dragons,
but less powerful, less intelligent, and less magical, such
as wyverns and pseudodragons.
Elementals are creatures native to the elemental
planes. Some creatures of this type are little more than
animate masses of their respective elements, including
the creatures simply called elementals. Others have
biological forms infused with elemental energy. The
races of genies, including djinn and efreet, form the
most important civilizations on the elemental planes.
Other elemental creatures include azers, invisible
stalkers, and water weirds.
Fey are magical creatures closely tied to the forces of
nature. They dwell in twilight groves and misty forests.
In some worlds, they are closely tied to the Feywild, also
called the Plane of Faerie. Some are also found in the
Outer Planes, particularly the planes of Arborea and the
Beastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of wickedness that are native
to the Lower Planes. A few are the servants of deities,
but many more labor under the leadership of archdevils
and demon princes. Evil priests and mages sometimes
summon fiends to tne' material world to do their bidding.
If an evil celestial is a rarity, a good fiend is almost
inconceivable. Fiends include demons, devils, hell
hounds, rakshasas, and yugoloths.
Giants tower over humans and their kind. They are
humanlike in shape, though some have multiple heads
(ettins) or deformities (fomorians). The six varieties of
true giant are hill giants, stone giants, frost giants, fire
giants, cloud giants, and storm giants. Besides these,
creatures such as ogres and trolls are giants.
Humanoids are the main peoples of the D&D
world, both civilized and savage, including humans
and a tremendous variety of other species. They have
language and culture, few if any innate magical abilities
(though most humanoids can learn spellcasting), and a
bipedal form. The most common humanoid races are
the ones most suitable as player characters: humans,
dwarves, elves, and halflings. Almost as numerous but
far more savage and brutal, and almost uniformly evil,
are the races of goblinoids (gol:ilins, hobgoblins, and
bugbears), orcs, gnolls, lizardfolk, and kobolds.
A variety of humanoids appear throughout this book,
but the races detailed in the Player's Handbook- with
the exception of drow-are dealt with in appendix B.
That appendix gives you a number of stat blocks that
you·can use to make various members of those races.
-Monstrosities are monsters in the strictest sensefrightening creatures that are not ordinary, not truly
natural, and almost never benign. Some are the
results of magical experimentation gone awry (such
as owlbears), and others ,a re the product-of terrible
curses (including minotaurs and yuan-ti). They defy
categorization, and in some sense serve as a catch-all
category for creatures that don't fit into any other type.
Oozes are gelatinous creatures that rarely have a
fixed shape. They are mostly subterranean, dwelling
in caves and dungeons and feeding on refuse, carrion,
or creatures unlucky enough to get in their way. Black
puddings and gelatinous cubes are among the most
recognizable oozes.
Plants in this context are vegetable creatures, not
ordinary flora. Most of them are ambulatory, and some
are carnivorous. The quintessential plants are the
shambling mound and the treant. Fungal creatures
such as the gas spore and the myconid also fall into
this category.
Undead are once-living creatures brought to a
horrifying state of undeath through the practice of
necromantic magic or some unholy curse. Undead
include walking corpses, such as vampires and zombies,
as well as bodiless spirits, such as ghosts and specters.
TAGS
A monster might have one or more tags appended to
its type, in parentheses. For example, an ore has the
hum~noid (ore) type. The parenthetical tags provide
additional categorization for certain creatures. The tags
have no rules of their own, but something in the game,
such as a magic item, might refer to them. For instance,
a spear that is especially effective at fighting demons
would work aga~nst any monster that has the demon tag.
ALIGNMENT
A monster's alignment provides a clue to its di~positiron
and how it behaves in a roleplaying or combat situation.
For example, a chaotic evil monster might be difficult
to reason with and might attack characters on sight,
whereas a neutral monster might be willing to Regotiate.
See the Player's Handbook for descriptions of the '
different alignments.
,
The alignment specified in a monster's stat blo~k 'is·
the default. Feel free to depart from it and' ch'ange a
monster's alignment to suit the needs of your campaign.Ifyou want a good-aligned green dragon or ari -evil'storm ·
'
giant, there's nothing stopping you.
Some creatures can have any alignment. In ~ther
words, you choose the monster's alignment. Some
monster's alignment entry indicates a tendency or ''
aversion toward law, chaos, good, or evil. For example,
a berserker can be any chaotic alignment (chaotic good,
chaotic neutral, or chaotic evil), as befits its wild nature.
Many creatures of low intelligence have no
comprehension of law or chaos, good or evil. They don't
make moral or ethical choices, but rather act on instinct.
These creatures are unaligned, which means they don't
have an alignment.
ARMOR CLASS
A monster that wears armor or carries a shield has
an Armor Class (AC) that takes its armor, shield, and
Dexterity into account. Otherwise, a monster's AC is
based on its Dexterity modifier and natural armor,
if any. If a monster has natural armor, wears armor,
or carries a shield, this is noted in parentheses after
its AC value.
HIT POINTS
A monster usually dies or is destroyed when it
drops to 0 hit points. For more on hit points, see the '
Player's Handbook.
A monster's hit points are presented both as a die
expression and as an average number. For example,
a monster with 2d8 hit points has 9 hit points on
average (2 x 4Y2).
A monster's size determines the die used to calculate
its hit points, as shown in the Hit Dice by Size table.
HIT DICE BY SIZE
Monster Size
Tiny
Small
Medium
Large
Huge
Gargantuan
Hit Die
d4
d6
d8
dlO
dl2
d20
Average HP per Die
21/2
31/2
41f2
51/2
61/2
101/2
A monster's Constitution modifier also affects the
number of hit points it has. Its Constitution modifier is
multiplied by the number of Hit Dice it possesses, and
the result is added to its hit points. For example, if a }
monster has a Constitution of 12 (+1 modifier) an'd 2cl8
Hit Dice, it has 2d8 + 2 hit points (average 11). r
' "'
7
SPEED
A monster's s peed tells you how far it can move on
its turn. For more information on s peed, see the
Player's Handbook.
All creatures have a wa lking s peed , s imply called the
monster's s peed. Creatures that have no form of groundbased locomotion have a wa lking s peed of 0 feet.
Some creatures have one or more of the following
additiona l movement modes.
BURROW
A monster that has a burrowing s peed can use that
s peed to move through sa nd, earth, mud, or ice. A
mons ter can't burrow through solid rock unless it has a
special tra it that allows it to do so.
CLIMB
A monster that has a climbing speed can use all or
part of its movement to move on vertical s urfaces . The
monster doesn't need to s pend extra moveme nt to climb.
FLY
A monster that has a flyin g s peed can use a ll or pa rt
of its movement to fly. Some monsters have the ability
to hover, which makes them ha rd to knock out of the
air (as explained in the rules on flying in the Player's
Handbook). Such a monster stops hovering when it dies.
SWIM
A monster that has a swimming speed doesn't need to
spend extra movement to swim.
ABILITY SCORES
Every monster has six ability scores (Strength,
Dexterity, Constitution, Intelligence, Wisdom , and
Charis ma) a nd corresponding modifie rs. For more
information on ability scores a nd how they're used in
play, s ee the Player's Handbook.
SAVING THROWS
The Saving Throws entry is reserved for creatures
that are adept at resisting certai n kinds of effects .
For exa mple, a creature that isn't easily charmed or
frightened might ga in a bonus on its Wisdom saving
throws . Most creatures don't have special saving throw
bonuses , in which case this section is absent.
A saving th row bonus is the s um of a monster's relevant
ability modifier and its proficiency bonus, which is
determined by the mons ter's challenge rating (as s hown
in the Proficiency Bonus by Cha llenge Rating table).
PROFICIENCY BONUS BY CHALLENGE RATING
Challenge
Proficiency
Bonus
Challenge
Proficiency
Bonus
+2
+2
+2
+2
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
+5
+5
+5
+6
+6
+6
+6
+7
+7
+7
+7
-t-8
-t-8
-t-8
+8
+9
+9
0
1/8
1/4
1/2
2
3
4
5
6
7
8
9
10
11
12
13
SKILLS
The S kills entry is reserved fo r monsters that are
proficient in one or more s k ills. For example, a monster
that is very perceptive a nd stealthy might have bonuses
to Wisdom (Perception) a nd Dexterity (Stealth) checks .
A skill bonus is the s um of a monster's relevant
ability modifier and its proficiency bonus, which is
determined by the monste r's challenge rating (as
s hown in the Proficiency Bonus by Challenge Rating
table). Other modifiers might apply. For instance, a
monster might have a larger-than-ex pected bonus
(us ually double its proficiency bonus) to account fo r
its he ightened expertise.
VULNERABILITIES, RESISTANCES,
AND IMMUNITIES
S ome creatu res have vulnerability, resista nce, or
immunity to certain types of damage. Additiona lly,
some creatures a re immune to certain conditions. If a
monster is immune to a game effect that is n't considered
damage or a condition, it has a special tra it.
SENSES
T he S enses entry notes a monster's passive
Wisdom (Perception) score, as well as a ny special
senses the monster might have. Specia l senses are
described below.
BLINDSIGHT
A monster with blindsight can perceive its s urroundings
without relying on s ight, w ithi n a speci fic radius .
Creatures without eyes, s uch as grim locks and gray
oozes, typically have this s pecial sense, as do creatures
w ith echolocation or heightened senses, s uch as bats
a nd true dragons.
If a monster is natura lly blind, it has a parenthetical
note to this effect, indicati ng that the radius of its
blinds ight defines the maximum range of its perception.
8
ARMOR, WEAPON, AND TOOL PROFICIENCIES
Assume that a creature is proficient with its armor, weapons,
and tools. If you swap them out, you decide whether the
creature is proficient with its new equipment.
For example, a hill giant typically wears hide armor and
wields a greatclub. You could equip a hill giant with chain
mail and a greataxe instead, and assume the giant is
proficient with both, one or the other, or neither.
See the Player's Handbook for rules on using armor or
weapons without proficiency.
REAO CORRUr>T ION
THROUGHOUT THE MULTIVER SE.
WHAT's NOT TO LOVE?"
CAMBION
A cambion is the offspring of a fiend (usually a succubus
or incubus) and a humanoid (usually a human).
Cambions inherit aspects of both parents, but their
horns, leathery wings, and sinewy tails are hallmarks of
their otherworldly parentage.
Born to Be Bad. Cambions grow into ruthless adults
whose wickedness and perversion horrifies even the
most devoted mortal parent. Even as a youth, a cambion
identifies its rightful place as an overlord of mortals. It
might orchestrate uprisings in towns and cities, gathering
gangs of humanoids and lesser devils to serve it.
Pawns ofthe Mighty. A cambion forced to serve its
fiendish parent does so out of admiration and dread, but
also with the expectation that it will one day rise to a
place of prominence. Cambions raised in the Nine Hells
serve as soldiers, envoys, and personal attendants to
greater devils. In the Abyss, a cambion carries only as
much authority as it can muster through sheer strength
and force of will.
Spawn ofGraz'zt. The demon lord Graz'zt is fond of
procreating with humanoids who have made pacts with
fiends, and he has sired many cambions who help him
sow chaos across the multiverse. These cambions are
characterized by charcoal-black skin, cloven hooves, sixfingered hands, and unearthly beauty.
3fday each: alter self, command, detect magic
1fday: plane shift (self only)
ACTIONS
Armor Class 19 (scale mail)
Hit Points 82 (lld8 + 33)
Speed 30ft., fly 60ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
Multiattack. The cambion makes two melee attacks or uses its
Fire Ray twice.
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws Str +7, Con +6, lnt +5 , Cha +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances cold , fire, lightning, poison; bludgeoning,
piercing, and slashing from non magical weapons
Senses darkvision 60ft., passive Perception 14
Languages Abyssal , Common , Infernal
Challenge 5 (1 ,800 XP)
Fiendish Blessing. The AC of the cambion includes its
Charisma bonus.
Innate Spellcasting. The cambion's spellcasting ability is
Charisma (spell save DC 14). The cambion can innately cast the
following spells, requiring no material components:
g6
OAMBION
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft ., one target. Hit: 7 (1d6 + 4) piercing damage, or
8 (1 d8 + 4) piercing damage if used with two hands to make a
melee attack, plus 3 (1 d6) fire damage.
Fire Ray. Ranged Spell Attack: +7 to hit, range 120ft., one
target. Hit: 10 (3d6) fire damage.
Fiendish Charm. One humanoid the cambion can see within
30 feet of it must succeed on a DC 14 Wisdom saving throw or
be magically charmed for 1 day. The charmed target obeys the
cambion's spoken commands . If the target suffers any harm
from the cambion or another creature or receives a suicidal
command from the cambion, the target can repeat the saving
throw, ending the effect on itself on a success. If a target's
saving throw is successful, or if the effect ends for it, the
creature is immune to the cambion's Fiendish Charm for the
next 24 hours .
CARRION CRAWLER
Carrion crawlers scour putrid flesh from carcasses and
gobble the slimy bQnes that remain. They aggressively
attack any creature that trespasses on their territory or
disturbs their feasting.
Carrion Eaters. A carrion crawler follows the
scent of death to its food, but it prefers not to compete
with other scavengers. These foul creatures thus
hunker down in territories where death is plentiful
and other carrion eaters have limited mobility. Caves,
sewers, dungeons, and forested marshes are their
favored lairs, but carrion crawlers are also drawn to
battlefields and cemeteries.
A carrion crawler roams on the hunt, its tentacles
probing the a ir for the scent of blood or decay. In tunnels
or ruins, carrion crawlers scurry across the ceiling as
they move toward food. In this way, they avoid contact
with oozes, otyughs, and other dangerous inhabitants
of the darkness, even as they surprise potential meals
that don't think to look up.
Patient Predators. Whether in s ubterranean
darkness or while hunting at night, light signals a
potential meal. A carrion crawler might follow a light
source from a distance for hours, hoping to pick up the
scent of blood. Despite their great size, carrion crawlers
can also easily set up ambushes by waiting around blind
corners for prey to come to them.
When facing potential prey or intruders, a carrion
crawler lets its poison do the work. Once a victim goes
rigiq wit~ paralysis, the carrion crawler wraps it with
its tentacles and drags it away to a high ledge or isolated
passageway, where it can be killed safely. The monster
then resumes patrolling its territory while waiting for its
meal to ripen~
'
Armor Class 13 {natural armor)
Hit Points 51 (6d10 + 18)
· Speed 30ft., climb 30ft.
STR
14 (+2)
DEX
13 (+1)
CON
INT
16 (+3)
1 (- 5)
WIS
12 (+1)
CHA
5 (- 3)
Skills Perception +3
Senses darkvision 60ft., passive Perception 13
Languages Challenge 2 (450 XP)
Keen Smell. The carrion crawler has advantage on Wisdom
(Perce ption) checks that rely on smell.
Spider Climb. The carrio n crawle r can cl imb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
ACTIONS
Multiattack. The ca rrion crawle r makes two attacks: one with
its te ntacles and one with its bite.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one
creature. Hit: 4 (1d4 + 2) poison damage, and the target must
succeed on a DC 13 Constitution saving throw or be poisoned
for 1 minute. Until this poiso n ends, the ta rget is paralyzed .
The target can repeat th e saving throw at the end of each of its
tu rns, endin g the poison on itself on a success.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Hit: 7 (2d4 + 2) pierci ng damage.
37
I"
''1
H E AR CENTAURS MAK
E Ell~>humanoid flesh ;:,;Her:ev~f< they can,
stunni~g potent.ial prey with an ear-splitting shriek, then
s~ooplng dow~''to attack with beak and claw. Vrocks
can shake their wings, releasing clouds of toxic spores.
Coveting pretty things, vrocks turn against each
other for the chance to lay claim to cheap jewelry or
ornamental stones. Despite their love of treasure,yrocks
are difficult to bribe, seeing no reason to bargain when
they can simply take what they want from a would-be
bargainer's corpse.
• A balor has a SO percent chance of summoning ld8
vrocks, ld6 hezrous, ld4 glabrezus, ld3 nalfeshnees, ld2
mariliths, or one goristro .
• A barlgura has a 30 percent chance of summoning one
barlgura.
• A chasme has a 30 percent chance of summoning one
chasme.
• A glabrezu has a 30 percent chance of summoning l d3
vrocks, l d2 hezrous, or one glabrezu .
A hezrou has a 30 percent chance of summoning 2d6
.dretches or one hezrou.
A marilith has a SO percent chance of summoning ld6
vrocks, 1d4 hezrous, l d3 glabrezus, l d2 nalfeshnees, or
1 one marilith .
• A nalfeshnee has a SO percent chance of summoning l d4
vrocks, 1d3 hezrous, l d2 glabrezus, or one nalfeshnee.
j • A vrock has a 30 percent chance of summoning 2d4
' dretches or one vrock.
A yochlol has a SO percent chance of summoning one
yochlol.
I
1
l.
•
I
A summoned demon appears in an unoccupied space within
' 60 feet of its summoner, acts as an ally of its summoner, and
can't summon other demons. It remains for l m~nut.e, until
it or its summoner dies, or until 1ts summoner d1sm1sses 1t
as an action.
l
l
Fire Aura. At the start of each of the balor's turns , each
creature within 5 feet of it takes 10 (3d6) fire damage, and
flammable objects in the aura that aren't being worn or carried
ignite. A creature that touches the balor or hits it with a melee
attack whi le within 5 feet of it takes 10 (3d6) fire damage.
BALOR
Huge fiend (demon) , chaotic evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40ft., fly 80ft.
STR
26 (+8)
DEX
15 (+2)
CON
INT
WIS
CHA
22 (+6)
20 (+5 )
16 (+3)
22 (+6)
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold , lightning; bludgeoning, piercing,
and slashing from non magical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120ft., passive Perception 13
Languages Abyssal, telepathy 120ft.
Challenge 19 (22,000 XP)
Death Throes. When the balor dies, it explodes, and each
creature within 30 feet of it must make a DC 20 Dexterity
saving throw, taking 70 (20d6) fire damage on a failed save,
or half as much damage on a successful one. The explosion
ign ites flammable objects in that area that aren't being worn or
carried, and it destroys the balor's weapons .
Magic Resistance. The balor has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The balor's weapon attacks are magical.
ACTIONS
Multiattack. The balor makes two attacks: one with its
longsword and one with its whip.
Longsword. Melee Weapon Attack:+ 14 to hit, reach 10ft.,
one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8)
lightning damage. If the balor scores a critical hit, it ro ll s
damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30ft., one target.
Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage,
and the target must succeed on a DC 20 Strength saving throw
or be pulled up to 25 feet toward the balor.
Teleport . The balor magically teleports , along with any
equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see .
55
Large fiend (demon), chaotic evil
lfday each: entangle, phantasmal force
2fday each: disguise self, invisibility (self only)
Armor Class 15 (natural armor)
Hit Points 68 (8dl0 + 24)
Speed 30ft., climb 30ft.
Reckless. At the start of its turn, the barlgura can gain
advantage on all melee weapon attack rolls it makes during
that turn , but attack rolls against it have advantage until the
start of its next turn .
BARLGURA
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws Dex +5, Con +6
Skills Perception +5, Stealth +5
Damage Resistances cold, fire , lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30ft., darkvision 120ft., passive Perception 15
Languages Abyssal, telepathy 120 ft .
Challenge 5 (1 ,800 XP)
Innate Spellcasting. The barlgura's spellcasting abi lity is
Wisdom (spell save DC 13) . The barlgura can innately cast the
following spells, requiring no material components:
Running Leap. The barlgura's long jump is up to 40 feet and its
high jump is up to 20 feet when it has a running start.
ACTIONS
Multiattack. The barlgura makes three attacks: one with its
bite and two with its fists.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
9 (ldlO + 4) bludgeoning damage.
Large fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 84 (13d10 + 13)
Speed 20ft., fly 60 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +5, Wis +5
Skills Perception +5
Damage Resistances cold, fire , lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10ft., darkvision 120ft., passive Perception 15
Languages Abyssal, telepathy 120ft.
Challenge 6 (2,300 XP)
Drone. The chasme produces a horrid droning sound to
which demons are immune. Any other creature that starts its
turn with in 30 feet of the chasme must succeed on a DC 12
Constitution saving throw or fall unconscious for 10 minutes.
A creature that can't hear the drone automaticall y succeeds on
the save . The effect on the creature ends if it takes damage or if
another creature takes an action to splash it with holy water. If
a creature's saving throw is successfu l or the effect ends for it,
it is immune to the drone for the next 24 hours .
Small fiend (demon), chaotic evil
Armor Class 11 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 20ft.
STR
11 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
5 (- 3)
WIS
8 (- 1)
CHA
3 (- 4)
Damage Resistances cold , fire , li ghtn ing
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 9
Languages Abyssal, telepathy 60ft. (works only with creatures
that understand Abyssal)
Challenge 1/4 (50 XP)
ACTIONS
Magic Resistance. The chasme has advantage on saving throws
against spells and other magical effects.
Multiattack. The dretch makes two attacks : one with its bite
and one with its claws.
Spider Climb. The chasme can climb difficult surfaces,
including upside down on ce ilin gs, without needing to make an
ab ility check.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.
Hit: 3 (1d6) piercing damage.
ACTIONS
Claws. Melee Weapon Attack: +2 to hit , reach 5 ft., one target.
Hit: 5 (2d4) slas hin g damage.
Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
creature . Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6)
necrotic damage, and the target's hit point ma ximum is
reduced by an amo unt equa l to the necrotic damage taken. If
this effect reduces a creature's hit point maximum to 0, the
creature dies. This reduction to a creature's hit point maximum
lasts unti l the creature finishes a long rest or until it is affected
by a spell like greater restoration .
Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas
extends out from the dretch . The gas spreads around corners,
and its area is lightly obscured . It lasts for 1 minute or until a
strong wind disperses it. Any creature that starts its turn in that
area must succeed on a DC 11 Constitution saving throw or be
poisoned until the start of its next turn . While poisoned in this
way, the target can take either an action or a bonus action on
its turn, not both, and can 't take reactions .
57
-
$ £ -.._
> --
CON
21 (+5)
c;c
§
n:
3
Magic Resistance. The glabrezu has advantage on saving
throws against spells and other magical effects .
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40ft.
DEX
15 (+2)
e£t
At will: darkness, detect magic, dispel magic
1Jday each: confusion,jly, power word stun
GLABREZU
Large fiend (demon), chaotic evil
STR
20 (+5)
02
ACTIONS
INT
19 (+4)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws Str +9, Con +9, Wis +7, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120ft., passive Perception 13
Languages Abyssa l, telepathy 120ft.
Challenge 9 (5,000 XP)
Innate Spellcasting. The glabrezu's spellcasting ability is
Intelligence (spell save DC 16) . The glabrezu can innately cast
the following spells, requiring no material components:
Multiattack. The glabrezu makes four attacks: two with its
pincers and two with its fist s. Alternatively, it makes two
attacks with its pincers and casts one spell.
Pincer. Melee Weapon Attack: +9 to hit, reach 10ft., one
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is
a Medium or smaller creature, it is grappled (escape DC 15).
The glabrezu has two pincers, each of which can grapple only
one target.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) bludgeoning damage.
a creature, it must succeed on a DC 2~ St~ength saving thww
or be pushed up to 20 fe et.away and kn ocked prone.
/"luge fiend (demon), chaotic evil
Labyrinthine Recall. The goristro ca n perfectly recall any path it
has traveled.
Armor Class 19 (nat ura l armo r)
Hit Points 31 0 (23d12 + 161)
Speed 40ft.
STR
25 (+7)
DEX
11 (+0)
CO N
25 (+7)
Magic Resistance. The goristro has advantage on saving throws
against spells and other magical effects .
INT
6 (- 2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws Str +13, Dex +6, Con +13, Wis +7
Skills Pe rception +7
Damage Res istances co ld, fi re, light ning; bludgeoning,
piercin g, and slas hing fro m no nmagical weapons
Damage Immunities poi so n
Condition Immunities poi soned
Senses darkvisio n 120 ft ., passive Perceptio n 17
Languages Abyssal
Challenge 17 (1 8,000 XP)
Charge. If the goristro moves at least 15 feet straight toward a
target and then hits it with a gore attack on the same turn, the
target takes an extra 38 (7d10) piercing damage. If the target is
Siege Monster. The goristro deals double damage to objects
and structures .
ACT IO NS
Multiattack. The goristro makes three attacks: two with its
fists and one with its hoof.
Fist. Melee Weapon Attack: +13 to hit, reach 10ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
Hoof Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 23 (3d10 + 7) bludgeoning damage . If the target is a
creature, it must succeed on a DC 21 Strength saving throw or
be knocked prone .
Gore. Melee Weapon Attack: +13 to hit, reach 10ft., one target.
Hit: 45 (7dl0 + 7) piercing damage.
59
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30ft.
STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (- 3)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws St r +7, Co n +8 , Wis +4
Damage Resistances cold , fire , li ghtnin g; bludgeo ning,
piercing, and slas hing from no n magical weapon s
Damage Immunities poiso n
Condition Immunities po isone d
Senses darkvi sion 120 ft ., pass ive Perception 11
Languages Abyssal , telepathy 120 ft .
Challenge 8 (3,900 XP)
Magic Resistance. The hezrou has advantage on saving throws
against spells and other magical effects .
Stench. An y creature that starts its turn within 10 feet of the
hezrou must succeed on a DC 14 Con stitution saving throw
or be poisoned until the start of its next turn. On a successful
saving throw, the creature is immune to the hezrou's stench
for 24 hour s.
STR
10 (+0)
DEX
9 (- 1)
CON
13 (+1)
INT
3 (- 4)
WIS
8 (- 1)
CHA
4 (- 3)
Multiattack. The hezrou makes three attacks: one with its bite
and two with its claws .
Damage Resistances cold, fire , lightning
Damage Immunities pois on
Condition Immunities charmed , frightened , poisoned
Senses darkvi s ion 60ft., pass ive Perce ption 9
Languages underst a nd s Abys s al but can't s peak
Challenge 1/8 (25 XP)
Bite. Melee Weapon Attack: +7 to hit , reach 5 ft., one target.
Hit : 15 (2d10 + 4) piercing damage.
ACTIONS
Claw. Melee Weapon Attack: +7 to hit , reach 5 ft., one target.
Hit : 11 (2d6 + 4) slashing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (2d4) slashing damage.
ACTIONS
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Armor Class 9
Hit Points 9 (2d6 + 2)
Speed 20ft.
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Reactive. The marilith can take one reaction on eve ry turn
in a combat.
MARl LITH
Large fiend (demon), chaotic evil
ACTIONS
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
O N LY VI SIT
L E Of' E LE M E N TA L EVIL
Multiattack. The marilith makes seven attacks: six with its
longswords and one with its tail.
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws Str +9, Con +10, Wi s +8, Cha +10
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from non magical weapon s
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120ft., passive Perception 13
Languages Abyssal, telepathy 120ft.
Challenge 16 (15,000 XP)
Magic Resistance. The marilith has advantage on saving throws
against spells and other magical effects .
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft. , one
target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one creature .
Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium
or smaller, it is grappled (escape DC 19). Until this grapple
ends , the target is restrained , the marilith can automatically hit
the target with its tail , and the marilith can 't make tail atta cks
against other targets.
Teleport . The marilith magically telepo rts , al o ng with any
equipment it is wearing or carryin g, up to 120 feet to an
unoccupied space it ca n see.
REACTIONS
Parry. The marilith adds 5 to its AC against one melee attack
Magic Weapons. The marilith's weapon attacks are magical.
that would hit it. To do so, the marilith must see the attacker
and be wielding a melee weapon .
6r
A CTIONS
Large fie nd (dem on), ohaotic evil
Multiattack. The nalfeshnee uses Horror Nimbus if it can.
It then makes three attacks : one with its bite and two with
its claws .
Armor Class 18 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 20ft., fly 30ft.
STR
21 (+5)
DEX
10 (+0)
CON
22 (+6)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 32 (5d10 + 5) piercing damage.
INT
19 (+4)
WIS
12 (+1 )
CHA
15 (+2)
Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 15 (3d6 + 5) slashing damage.
Saving Throws Con +11, lnt +9, Wis +6, Cha +7
Damage Resistances co ld, fire , lightning; bludgeoning,
piercing, and slas hing from non magical wea pons
Damage Immunities poison
Condition Immunities poisoned
Senses trues ight 120 ft. , pass ive Perception 11
Languages Abyssal, te lepathy 120ft.
Challenge 13 (10,000 XP)
Horror Nimbus (Recharge 5-6). The nalfeshnee magically
emits scintillating, multicolored light. Each creature within 15
feet of the nalfeshnee that can see the light must succeed on
a DC 15 Wisdom saving throw or be frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success . If a creature's
saving throw is successful or the effect ends for it, the
creature is immune to the nalfeshnee's Horror Nimbus for the
next 24 hours.
Magic Resistance. The nalfeshnee has advantage on saving
throws against spells and other magical effects .
Teleport. The nalfeshnee magically teleports, along with
any equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
VARIANT: QUASIT fAMILIAR
Mortal spellcasters interested in extraplanar familiars find
quasits easy to summon and eager to serve. The quasit plays
the part of the obsequious servant. It serves its master well,
but it goads the mortal to greater and greater acts of chaos
and evil. Such quasits have the following trait.
Familiar. The quasit can serve another creature as a
familiar, forming a telepathic bond with its willing master.
While the two are bonded, the master can sense what the
quasit senses as long as they are within 1 mile of each other.
While the quasit is within 10 feet of its master, the master
shares the qua sit's Magic Resistance trait. At any time and
for any reason, the qu a sit can end its se rvice as a familiar,
ending the telepathic bond .
""'
form , except for th e speed changes noted. Any equ ip me nt it is
wearing or carrying isn't transformed . It reverts to its true form
if it di es .
Armor Class 13
Hit Points 7 (3d 4)
Speed 40 ft.
Magic Resistance. The quasit has advanta ge on saving throws
aga inst spells and other magical effects.
ACTIONS
STR
5 (- 3)
DEX
17 (+3)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
Skills Stealth +5
Damage Resistances cold , fire, lightning; bl udgeoni ng,
pie rcin g, and slas hing fro m non magical weapons
Damage Immunities poison
Condition Immunities po iso ned
Senses dar kvis ion 120 ft ., passive Percept ion 10
Languages Abyssa l, Co mm on
Challenge 1 (200 XP)
Shapechanger. The quasit can use its actio n to polymorph into
a beast form that resembles a bat (speed 10ft. fly 40ft.), a
centipede (40ft., climb 40ft.), or a toad (40ft. , swi m 40ft.),
or back into its true form . Its stati stics are th e same in each
Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit,
reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must succeed on a DC 10 Constitution savin g throw
or take 5 (2d4) poison damage and become poisoned for 1
minute. The target can repeat the savin g throw at the end of
each of its turns, ending the effect on itse lf on a success.
Scare (1jDay). One creature oft he quasit's choice within 20
feet of it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the savin g throw
at the end of eac h of its turns, with disadvantage if the quasit is
within lin e of sigh t, ending the effect on itse lf on a su cce ss .
Invisibility. Th e qua sit magically turns invisible until it
attacks or uses Scare, or until its concentration ends (as if
concentrating on a spel l) . Any equipment the qu asit wears or
carries is invisible with it.
Large fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 104 (lld10 + 44)
Speed 40 ft. , fly 60 ft.
STR
17 (+3)
SHADOW DEMON
Medium fiend (demon), chaotic evil
Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 30ft., fly 30ft.
STR
1 (- 5)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws Dex +5 , Cha +4
Skills Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, fire , necrotic, thunder; bludgeoning,
pie rcing, and slashing from non magical weapons
Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, grappled, para lyzed,
petrified, poisoned , prone, restrained
Senses darkvision 120ft., passive Perception ll
Languages Abyssal, telepathy 120ft.
Challenge 4 (1 ,100 XP)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws Dex +5, Wis +4, Cha +2
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception ll
Languages Abyssal , telepathy 120ft.
Challenge 6 (2,300 XP)
Magic Resistance. The vrock has advantage on savin g throws
aga in st spells and other magical effects .
ACTIONS
Multiattack. The vrock makes two attacks: one with its beak
and one with its tal ons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 14 (2d10 + 3) slashing damage.
Incorporeal Movement. The demon can move through other
creatures and objects as if they were difficult terrain . It takes 5
(1 d1 0) force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has
disadvantage on attack roll s, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can
take the Hide action as a bonus action .
ACTIONS
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had
advantage on the attack ro ll , 17 (4d6 + 3) psychic damage.
Spores (Recharge 6). A 15-foot-radius cloud of toxic spores
extends out from the vrock. The spores spread aroun d
corners. Eac h creature in that area must succeed on a DC
14 Constitution saving throw or become poisoned. While
poisoned in this way, a target takes 5 (1d10) poison damage
at the start of each of its turns. A target can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success . Emptying a vial of holy water on the target also
ends the effect on it.
Stunning Screech (1fDay). The vrock emits a horrific screech .
Each creature within 20 feet of it that can hear it and that isn't a
demon must succeed on a DC 14 Constitution savi ng throw or
be stunned until the end of the vrock's next turn .
Innate Spellcasting. The yochlol's spellcasting ability is
Charisma (spell save DC 14). The yochlol can innately cast the
following spells, requiring no material components:
YOCHLOL
Medium fiend (demon, shapechanger), chaotic evil
Armor Class 15 (natural armor)
Hit Points 136 (1 6d8 + 64)
Speed 30ft., climb 30ft.
At will: detect thoughts, web
1fday: dominate person
STR
DEX
CON
INT
15 (+2)
14 (+2)
18 (+4)
13 (+1)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws Dex +6, lnt +5, Wis +6, Cha +6
Skills Deception +10, Insight +6
Damage Resistances cold, fire, lightning; bludgeoning,
pie rcing, and slashing from non magical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvis ion 120ft., passive Pe rception 12
Languages Abyssal, Elvish, Undercom mon
Challenge 10 (5,900 XP)
Shapechanger. The yochlol can use its action to polymorph
into a form that resembles a female drow or giant s pider, or
back into its true form . Its statistics are the same in each form .
Any equipment it is wearing or carrying is n't transformed . It
reverts to its true form if it dies.
Magic Resistance. The yochlol has advantage on saving throws
aga inst spells and other magical effe cts.
Spider Climb. The yochlol ca n climb difficult su rfaces,
including upside down on ceilings, without needing to make an
ability check.
Web Walker. The yochlol ignores movement restrictions caused
by webbing.
ACTIO N S
Multiattack. The yochlol makes two melee attacks.
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,
reach 5 ft. (10ft. in demon form}, one target. Hit: 5 (1d6 + 2)
bludgeoning (piercing in s pider form) damage plus 21 (6d6)
poiso n damage.
Mist Form. The yochlol transforms into toxic mist or reverts to
its true form. Any equipment it is wearing or carrying is also
transformed. It reve rts to its tru e form if it dies.
Wh ile in mist form, the yochlol is inca pacitated and can't
speak. It has a flyin g speed of 30 feet, can hover, and can
pass through any space th at isn't airtight. It has advantage on
Strength, Dexterity, and Constitution saving throws, and it is
immune to nonmagical damage.
While in mist form, the yochlol can enter a creature's space
and stop there. Each time that creature starts its turn with
th e yochlol in its s pace, the creature must succeed on a DC
14 Constitution saving throw or be poisoned until the start
of its next turn. While poisoned in this way, the target is
incapacitated.
DEVfLS
Devils personify tyranny, with a totalitarian society
dedicated to the domination of mortal life. The shadow
of the Nine Hells of Baator extends far across the
multiverse, and Asmodeus, the dark lord of Ness us,
strives to subjugate the cosmos to satisfy his thirst for
power. To do so, he must continually expand his infernal
,armies, sending his servants to the mortal realm to
corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave,
a nd oppress. They take perverse delight in exercising
authority over the weak, and any creature that defies the
authority of a devil faces swift a nd cruel punishment.
Every interaction is an opportunity for a devil to display
its power, and all devils have a keen understanding of
how to use and abuse their power.
Devils understand the failings that plague intelligent
mortals, and they use that knowledge to lead mortals
into temptation and darkness, turning creatures into
slaves to their own corruption. Devils on the Material
Plane use their influence to manipulate humanoid
rulers, whispering evil thoughts, fomenting paranoia,
and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their
lawful alignment, devils obey even when they envy or
dislike their superiors, knowing that their obedience
will be rewarded. The hierarchy of the Nine Hells
depends on this unswerving loyalty, without which that
fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to
scheme, creating in some a desire to rule that eclipses
their contentment to be ruled. This singular ambition
is strongest among the archdevils whom Asmodeus
appoints to rule the nine layers of the Nine Hells. These
high-ranking fiends are the only devils to ever sample
true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined
to the Lower Planes, but they can travel b_eyond those
planes by way of portals or powerful summoning magic.
They love to strike bargains with mortals seeking to
gain some benefit or prize , but a mortal making such
a bargain must be wary. Devils are crafty negotiators
and positively ruthless at enforcing the terms of an
agreement. Moreover, a contract with even the lowliest
devil is enforced by Asmodeus's will. Any mortal
creature that breaks such a contract instantly forfeits its
soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control
over that creature, and most devils accept no other
currency in exchange for the fiendish power and boons
they can provide. A soul is usually forfeited when a
mortal dies naturally, for devils are immortal and can
wait years for a contract to play out. If a contract allows
a devil to claim a mortal's soul before death, it can
instantly return to the Nine Hells with the soul in its
possession. Only divine intervention can release a soul
after a devil has claimed it.
THE INFERNAL HIERARCHY
The Nine Hells has a rigid hierarchy that defines every
aspect of its society. Asmodeus is the supreme ruler
of all devils, and the only creature in the Nine Hells
with the powers of a lesser god. Worshiped as such
in the Material Plane, Asmodeus inspires the evil
humanoid cults that take his name. In the Nine Hells,
he commands scores of pit fiend generals, which in turn
command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master
of subtlety, Asmodeus protects his throne by keeping
his friends close and his enemies closer. He delegates
most matters of rulership to the pit fiends and lesser
arch devils that make up the infernal bureaucracy of the
Nine Hells, even as he knows that those powerful devils
conspire to usurp the Throne of Baator from which he
rules. Asmodeus appoints archdevils, and he can strip
any member of the infernal hierarchy of rank and status
as he likes.
If it dies outside the Nine Hells, a devil disappears
in a cloud of sulfurous smoke or dissolves into a pool
of ichor, instantly returning to its home layer, where it
reforms at full strength. Devils that die in the Nine Hells
are destroyed forever- a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current
and deposed rulers of the Nine Hells (see the Layers
and Lords of the Nine Hells table), as well as the dukes
and duchesses that make up their courts, attend them
as advisers, and hope to supplant them. Every archdevil
is a unique being with an appearance that reflects its
particular evil nature.
Greater Devils. The greater devils include the pit
fiends, erinyes, horned devils, and ice devils that
command lesser devils and attend the archdevils.
Lesser.Devils. The lesser devils include numerous
strains of fiends, including imps, chain devils, spined
devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are
the twisted and tormented sou ls of evil and corrupted
mortals. A lemure killed in the Nine Hells is only
permanently destroyed if it is killed with a blessed
weapon or if its shapeless corpse is splashed with holy
water before it can return to life.
Promotion and Demotion. When the sou l of an evil
mortal sinks into the Nine Hells, it takes on the physical
form of a wretched lemure. Archdevils and greater
devils have the power to promote lemures to lesser
devils. Archdevils can promote lesser devils to greater
devils, and Asmodeus alone can promote a greater devil
to archdevil status. This diabolic promotion invokes a
brief, painful transformation, with the devil's memories
passing intact from one form to the next.
Low-level promotions are typically based on need,
such as when a pit fiend transforms lemures into imps
to gain invisible spies under its command. High-level
promotions are almost always based on merit, such
as when a bone devil that distinguishes itself in battle
is transformed into a horned devil by the archdevil it
serves. A devil is seldom promoted more than one step
at a time in the hierarchy of infernal forms.
INFERNAL HIERARCHY
1. lemure
'
Lesser devils
2. imp
3. spined devil
4. bearded devil
5. barbed devil
6. chain devil
7. bone devil
Greater devils
8. horned devil
9. erinyes
10. ice devil
11 . pit fiend
Archdevils
12. duke or duchess
13. archduke or archduchess
Demotion is the customary punishment for failure or
disobedience among the devils. Archdevils or greater
devils can demote a lesser devil to a lemure, which
loses all memory of its prior existence. An archdevil
can demote a greater devil to lesser devil status, but the
demoted devil retains its memories-and might seek
vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has
not sworn fealty to it, preventing rival arch devils from
demoting each other's most powerful servants. Since all
devils swear fealty to Asmodeus, he can freely demote
any other devil, transforming it into whatever infernal
form he desires.
THE NINE HELLS
The Nine Hells are a single plane comprising nine
separate layers (see the Layers and Lords of the Nine
Hells table). The first eight layers are each ruled by
arch devils that answer to the greatest archdevil of all:
Asmodeus, the Archduke of Ness us, the ninth layer.
To reach the deepest layer of the Nine Hells, one must
descend through all eight of the layers above it, in order.
The most expeditious means of doing so is the River
Styx, which plunges ever deeper as it flows from one
layer to the next. Only the most courageous adventurers
can withstand the torment and horror of that journey.
DEVIL TRUE NAMES AND TALISMANS
Though devils all have common names, every devil above a
lemure in station also has a true name that it keeps secret. A
devil can be forced to disclose its true name if charmed and
ancient scrolls and tomes are said to exist that list the t~ue
names of certain devils.
A mortal who learns a devil's true name can use powerful
summoning magic to call the devil from the Nine Hells and
bind it into service. Binding can also be accomplished with
the help of a devil talisman. Each of these ancient relics is
inscribed with the true name of a devil it controls, and was
bathed in the blood of a worthy sacrifice-typically someone
the creator loved-when crafted.
However it is summoned, a devil brought to the Material
Plane typically resents being pressed into service. However,
the devil seizes every opportunity to corrupt its summoner
so that the summoner's soul ends up in the Nine Hells .
Only imps are truly content to be summoned, and they easily
commit to serving a summoner as a familiar, but they still do
their utmost to corrupt those who summon them.
Some devils can have an action option that allows them to
summon other devils.
Summon Devil (1 jDay). The devil chooses what to
summon and attempts a magical summoning.
• A barbed devil has a 30 percent chance of summon ing one
barbed devil.
• A bearded devil has a 30 percent chance of summoning
one bearded devil.
• A bone devil has a 40 percent chance of summoning 2d6
sp ined devils or one bone devil.
• An erinyes has a 50 percent chance of summoning 3d6
spined devils, l d6 bearded devils, or one erinyes.
• A horned devil has a 30 percent chance of summoning one
horned devil.
• An ice devil has a 60 percent chance o~ summoning one
ice devil.
• A pit fiend summons 2d4 bearded devils, l d4 barbed
devils, or one erinyes with no chance offailure.
A summoned devil appears in an unoccupied space within
60 feet of its summoner, acts as an ally of its summoner, and
can't summon other devils. It remains for l minute, until it
or its summoner dies, or until its summoner dismisses it
as an action.
A bearded ·d~vil is humanoid in form, with ·pointed
ears, scaly skln, a long tail, and claws that clearly show
its fiendish nature. These devils take their names from
the snakelike growths that adorn their chins, which they
use to lash and poison enemies, weakening them with
their virulent venom .
BONE DEVIL (0SYLUTH)
Driven by hate, lust, and envy, bone devils act as the
cruel taskmasters of the Nine Hells. They set weaker
devils to work, taking special delight in seeing fiends
that defy them demoted. At the same time, they long for
promotion and are bitterly envious of their superiors,
attempting to curry favor though it irks them to do so.
A bone devil appears as a humanoid husk, with dried
skin stretched tight across its skeletal frame. It bears a
fearsome skull-like head and the tail of a scorpion, and
a foul odor of decay hangs in the air around it. Though
they are devastating in combat with their claws, bone
devils also wield hooked polearms made of bone, which
they use to subdue enemies before striking with their
venomous tails.
CHAIN DEVIL (KYTON)
BARBED DEVIL (HAMATULA)
Creatures of unbridled greed and desire, barbed devils
act as guards to the more powerful denizens of the Nine
Hells and their vaults. Resembling a tall humanoid
covered in sharp barbs, spines, and hooks, a barbed
devil has gleaming eyes that are ever watchful for
objects and creatures it might claim for itself. These
fiends welcome any chance to fight when victory
promises reward.
Barbed devils are known for an alertness that makes
them difficult to surprise, and they attend to their duties
without boredom or distraction. They use their sharp
claws as weapons or hurl balls of flame at foes that try
to flee them.
BEARDED DEVIL (BARBAZU)
Bearded devils serve archdevils as shock troops,
fighting shoulder-to-shoulder and reveling in the glory
of battle. They respond with violence to any slight,
real or imagined, gorging themselves on violence
as their infernal saw-toothed glaives carve a path
through their foes.
This ominous fiend wears chains like a shroud. Driving
lesser creatures before it with its fearsome gaze, a chain
devil animates the chains that cover its body as well as
inanimate chains nearby, which sprout hooks, blades,
and spikes to eviscerate enemies.
Chain devils act as sadistic jailers and torturers in
the infernal realms, relishing pain and living to inflict
it on others. They are called on to torment mortal souls
trapped in the Nine Hells, inflicting their sadistic fury on
the horrid lemures in which those souls manifest.
ERINYES
The most beautiful and striking of all lesser and greater
devils, the erinyes are fierce and disciplined warriors.
Sweeping down from the skies, they bring swift death
to creatures that have wronged their masters or defied
the edicts of Asmodeus. The erinyes appear as male
or female humanoids with statuesque builds and large
feathery wings. Most wear stylized armor and horned
helms, and carry exquisite swords and bows. A few also
use ropes of entanglement to ensnare powerful foes.
LAYERS AND LORDS OF THE NINE HELLS
Layer
68
Layer Name
Archduke or Archduchess
Previous Rulers
l
Avernus
Zariel
Bel, Tiam at
2
Dis
Dis pater
Bearded devils, erinyes, imps, spined devils
Bearded devils, chain devils, imps, spined devils
Primary Inhabitants
Erinyes , imps, spined devils
3
Minauros
Mammon
4
Phlegethos
Belial and Fierna
5
Stygia
Levi stus
Geryon
Bone devils, erinyes, ice devils, imps
6
Malbolge
Glasya
Malagard, Moloch
Barbed devils, bone devils, horned devils, imps
7
Maladomini
Baalzebul
Barbed devils, bone devils, horned devils, imps
8
9
Cania
Mephistopheles
Horned devils, ice devils, imps, pit fiends
Nessus
Asmod eus
All devils
Barbed devils, bone devils, imps, spined devils
Legends tell that the first erinyes were angels that
fell from the Upper Planes because of temptation or
misdeed. Erinyes are always willing to take advantage
of being mistaken for celestials in their missions of
conquest and corruption.
HoRNED DEVIL (MALEBRANCHE)
Horned devils are lazy to the point of belligerence and
reluctant to put themselves in harm's way. Moreover,
they hate and fear any creature stronger than
themselves. When they are sufficiently provoked or
antagonized, the fury of these fiends can be terrifying.
A malebranche stands as tall as an ogre and is
sheathed in scales as tough as iron. The flying infantry
of the hellish legions, horned devils follow orders to the
letter. Their huge wings and sweeping horns create an
intimidating presence as they drop from the sky and
strike with deadly forks and lashing tails.
ICE DEVIL (GELUGON)
Found most commonly on the cold layers of Stygia and
Cania, ice devils serve as commanders of the infernal
armies of the Nine Hells, tormenting lesser devils as
an outlet for their anger and resentment. Coveting
the power of their pit fiend superiors, ice devils work
ceaselessly toward promotion, slaughtering the enemies
of the Nine Hells and claiming as many souls as they
can for their archdevil masters.
Resembling a giant bipedal insect, an ice devil has
clawed hands and feet, powerful mandibles, and a
long tail covered in razor-sharp spikes. Some carry
barbed spears whose icy touch can render a foe all but
helpless in combat.
IMP
Imps are found throughout the Lower Planes, either
running errands for their infernal masters, spying on
rivals, or misleading and waylaying mortals. An imp will
proudly serve an evil master of any kind, but it can't be
relied on to carry out tasks with any speed or efficiency.
An imp can assume animal form at will, but in its
natural state it resembles a diminutive red-skinned
humanoid with a barbed tail, small horns, and leathery
wings. It strikes while invisible, attacking with
its poison stinger.
LEMURE
A lemure arises when a mortal soul is twisted by evil
and banished to the Nine Hells for eternity. The lowest
type of devil, lemures are repugnant, shapeless creatures
doomed to suffer torment until they are promoted to a
higher form of devil, most commonly an imp.
A lemure resembles a molten mass of flesh with
a vaguely humanoid head and torso. A permanent
expression of anguish twists across its face, its feeble
mouth babbling even though it can't speak.
VARIANT: IMP FAMILIAR
Imps can be found in the service to mortal spellcasters, acting
as advisors, spies, and familiars. An imp urges its master to
acts of evil, knowing the mortal's soul is a prize the imp might
ultimately claim. Imps display an unusual loyalty to their
masters, and an imp can be quite dangerous if its master is
threatened. Some such imps have the following trait.
Familiar. The imp can enter into a contract to serve
an<;>ther creatu re as a familiar, forming a telepathic bond with
its wi lling master. While the two are bonded, the master can
sense what the imp senses as long as they are within l mile
of each other. While the imp is within 10 feet of its master,
the master shares the imp's Magic Resistance trait. If its
master violates the terms of the contract, the imp can end its
service as a familiar, ending the telepathic bond.
PIT FIEND
The undisputed lords of most other devils, pit fiends
attend the archdukes and archduchesses of the Nine
Hells and carry out their wishes. These mighty devils
are the generals of the Nine Hells, leading its infernal
legions into battle.
With an inflated sense of superiority and entitlement,
pit fiends form a grotesque aristocracy in the infernal
realm. These domineering and manipulative tyrants
conspire to eliminate anything that stands between
them and their desires, even as they negotiate the
convoluted and dangerous politics of the Nine Hells.
A pit fiend is a hulking monster with a whip-like tail
and enormous wings that it wraps around itself like a
cloak. Armored scales cover its body, and its fanged
maw drips a venom that can lay the mightiest mortal
creatures low. Fearless in battle, a pit fiend takes on the
most powerful foes in single combat, demonstrating
its supremacy and an arrogance that prevents it from
acknowledging any chance of defeat.
SPINED DEVIL (SPINAGON)
Smaller than most other devils, spinagons act as
messengers and spies for greater devils and archdevils.
They are the eyes and ears of the Nine Hells, and even
fiends that despise a spined devil's weakness treat it
with a modicum of respect.
A spined devil's body and tail bristle with spines, and
it can fling its tail spines as ranged weapons. The spines
burst into flame on impact.
When not delivering messages or gathering
intelligence, spined devils serve in the infernal legions
as flying artillery, making up for their relative weakness
by mobbing together to overwhelm their foes. Though
they crave promotion and power, spined devils are
craven by nature, and they will quickly scatter if a fight
goes against them.
6g
• BEARDED DEVIL
Medium fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30ft.
STR
16 (+3)
Medium fiend (devil), lawful evil
Armor Class 15 (natural armor)
Hit Points 110 (13d8 +52)
Speed 30ft.
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws Str +6, Con +7, Wis +5, Cha +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 18
Languages Infernal , telepathy 120ft.
Challenge 5 (1 ,800 XP)
Barbed Hide. At the start of each of its turns, the barbed devi l
deals 5 (1dl0) piercing damage to any creature grappling it.
Devil's Sight. Magica l darkness doesn't impede the devil's
darkvision .
Magic Resistance. The devil has advantage on saving throws
against spells and other magica l effects.
ACTIONS
Multiattack. The devil makes three melee attacks : one with
its tail and two wit h its claws . Alternatively, it can use Hur l
Fl ame twice.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 6 (1d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target . Hit:
10 (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one
target. Hit: 10 (3d6) fire damage. If the target is a flammable
object that isn't being worn or carried, it al so catches fire.
70
DEX
15 (+2)
CON
15 (+2)
INT
9 (- 1)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 10
Languages Infernal, telepathy 120ft.
Challenge 3 (700 XP)
Devil's Sight. Magical darkness doesn't impede the devil's
darkvision.
Magic Resistance. The devil has advantage on saving throws
again st spells and other magical effects.
Steadfast. The devil can 't be frightened whi le it can see an
alli ed creature within 30 feet of it.
ACTIONS
Mt.iltiattack. The devil makes two attacks: one with its beard
and one with its glaive.
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft ., one creature.
Hit: 6 (1d8 + 2) piercing damage, and the target must succeed
on a DC 12 Constitution saving throw or be poisoned for 1
minute. While poisoned in thi s way, the target can't regain hit
points . The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Glaive. Melee Weapon Attack: +5 to hit, reach 10ft., one target.
Hit: 8 (1dl0 + 3) slashing dam age. If the target is a creature
other than an undead or a con struct, it mu st succeed on a DC
12 Constitution saving throw or lose 5 (1dl0) hit points at the
start of each of its turns due to an infernal wound . Each time
the devil hits the wounded target wit h this attack, the damage
dealt by the wound increases by 5 (ld10). Any creature can take
an action to stanch the wound with a successful DC 12 Wi sdom
(Medicine) check. The wound also closes if the target receives
magical healing.
Some bone devils have the fo llowing action options.
Multiattack. The devil makes two attacks : one with its
hooked polea rm an d one with its sting.
Hooked Polearm. Melee Weapon Attack: +8 to hit, rea ch
10ft., one ta rget. Hit: 17 (2d1 2 + 4) piercing damage. If the
ta rget is a Huge or s maller creature, it is grappled (esca pe
DC 14). Unti l thi s grapple ends, the devil can't use its
polearm on anoth er target.
Devil's Sight. Magical darkness does n't im pede the devil's
darkvi sion.
BONE DEVIL
Large fiend (devil), lawful evil
Magic Resistance. Th e devi l has advantage on savi ng throws
against spe ll s and other magica l effects .
Armor Class 19 (natural armo r)
Hit Points 142 (15d10 + 60)
Speed 40 ft. , fly 40ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
AC T IONS
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3 )
Saving Throws lnt +5, Wi s +6, Cha +7
Skills Deception +7, In sight +6
Damage Resistances cold; blu dgeon ing, piercing, and slashing
from non magical wea pons that aren't si lvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvis ion 120 ft ., passive Perception 12
Languages Infe rnal, tele pathy 120 ft.
Challenge 9 (5,000 XP)
Multiattack. The devil makes th ree attacks: two wi th its claws
an d one with its stin g.
Claw. Melee Weapon Attack: +8 to hi t, reac h 10 ft., one target.
Hit: 8 (1 d8 + 4) slas hin g damage.
Sting. Me lee Weapon Attack: +8 to hit, reac h 10ft., one target.
Hit: 13 (2d8 + 4) piercin g damage plus 17 (5d6) poiso n
damage, and the target must succeed on a DC 14 Constitut ion
saving throw or become poisoned for 1 minute. The target can
repeat the saving throw at the end of each of its turns , ending
the effect on itself on a success .
Chain. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 11 (2d6 + 4) slashing damage. The target is grappled
(escape DC 14) if the devil isn't already grappling a creature.
Until this grapple ends, the target is restrained and takes 7
(2d6) piercing damage at the start of each of its turns.
CHAIN DEVIL
Medium fiend (devil), lawful evil
Armor Class 16 (natural armor)
Hit Points 85 (l0d8 + 40)
Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
18 (+4)
11 (+0)
12 (+1)
14 (+2)
Saving Throws Con +7, Wis +4, Cha +5
Damage Resistances cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 11
Languages Infernal, telepathy 120ft.
Challenge 8 (3,900 XP)
Animate Chains (Recharges after a Short or Long Rest). Up
to four chains the devil can see within 60 feet of it magically
sp.rout razor-edged barbs and animate under the devil's
control, provided that the chains aren't being worn or carried .
Each animated chain is an object with AC 20, 20 hit points,
resistance to piercing damage, and immunity to psychic and
thunder damage. When the devil uses Multiattack on its turn,
it can use each animated chain to make one additional chain
attack. An animated chain can grapple one creature of its own
but can't make attacks while grappling. An animated chain
reverts to its inanimate state if reduced to 0 hit points or if the
devil is incapacitated or dies.
REACTIONS
Devil's Sight. Magical darkness doesn't impede the devil's
darkvision.
Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects.
72
Unnerving Mask. When a creature the devil can see starts its
turn within 30 feet of the devil, the devil can create the illusion
that it looks like one of the creature's departed loved o.nes
or bitter enemies. If the creature can see the devil, it must
succeed on a DC 14 Wisdom saving throw or be frightened
until the end of its turn.
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0
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VARIANT: ROPE OF ENTANGLEMENT
Some erinyes ca rry a rope of entanglement (detailed in th e
Dungeon Ma ster's Guide). When such an erinyes uses its
Multiattack, the erinyes can use th e rope in place of two of
the attacks.
Magic Resistance. The erinyes has advantage on saving th rows
aga in st s pell s and oth er magica l effects.
ERINYES
Medium fi end (devil), lawfu l evil
ACTIONS
Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
Speed 30ft., fl y 60ft.
Multiattack. Th e e rin yes makes th ree attacks.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
14 (+2)
14 (+2)
18 (+4)
Saving Throws Dex +7, Con +8, Wis +6, Ch a +8
Damage Resistances cold; bl udgeon in g, pie rcing, and slashing
from non magica l wea pons that aren't si lvered
Damage Immunities fi re, poi son
Condition Immunities poiso ned
Senses tr uesight 120ft. , passive Perception 12
Languages Infe rn al, te lepathy 120 ft.
Challenge 12 (8,400 XP)
Hellish Weapons . The e ri nyes's wea po n attacks are mag ica l
and deal an ex tra 13 (3d8) poison damage on a hi t (i nclud ed in
t he attacks).
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft. ,
o ne target. Hit: 8 (1d 8 + 4) slas hin g damage, or 9 (1d10 +
4) slas hin g damage if used wi th two ha nds, plu s 13 (3d8)
poiso n damage .
Longbow. Ranged We apon Attack: +7 to hit, ra nge 1SOJ600
ft., one target. Hit: 7 (1 d8 + 3) piercing damage plu s 13
(3d8) poiso n damage, and the ta rget mu st succeed o n a DC
14 Constituti on saving throw o r be poiso ned. The poiso n
las ts until it is removed by the lesser res toration spell or
similar mag ic.
REACTIONS
Parry. The eri nyes ad ds 4 to its AC agai nst one me lee attack
that wo uld hit it. To do so, the erin yes must see th e attacke r
and be wielding a melee weapon .
73
HORNED DEVIL
ACTIONS
Large fiend (devil), lawful evil
Multiattack. The devil makes three melee attacks: two with its
fork and one with its tail. It can use Hurl Flame in place of any
melee attack.
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 55)
Speed 20 ft., fly 60 ft.
STR
22 (+6)
DEX
17 (+3)
CON
21 (+5)
Fork. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 15 (2d8 + 6) piercing damage.
INT
12 (+1)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120ft.
Challenge 11 (7,200 XP)
Tail. Melee Weapon Attack:+10 to hit, reach 10ft., one target.
Hit: 10 (1d8 + 6) piercing damage. If the target is a creature
other than an undead or a construct, it must succeed on a DC
17 Constitution saving throw or lose 10 (3d6) hit points at th e
start of each of its turns due to an infernal wound. Each time
the devil hits th e wounded target with this attack, th e damage
dealt by the wound increases by 10 (3d6). Any creature can take
an action to stanch the wound with a successful DC 12 Wisdom
(Medicine) check. The wound also closes if the target receives
magical healing.
Devil's Sight. Magical darkn ess does n't impede the devil's
darkvision .
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one
target. Hit: 14 (4d6) fire damage. If the target is a fl ammable
object that is n't being worn or ca rried, it also catches fire.
Magic Resistance. The devil has advantage on saving throws
against s pells and other magical effects.
74
Some ice devils have the following action options.
Multiattack. The devil makes two attacks: one with its
spear and one with its tail.
Ice Spear. Melee Weapon Attack:+ 10 to hit, reach 10ft.,
one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6)
cold damage. If the target is a creature, it must succeed
on a DC 15 Constitution saving throw, or for 1 minute, its
s peed is reduced by 10 feet; it can take either an action or a
bonu s action on each of its turns, not both; and it can't take
reactions . The target can repeat th e 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 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
ICE DEVIL
Large fiend (devil), lawful evil
Claws. Melee Weapon Attack:+10 to hit, reac h 5 ft. , one target.
Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Armor Class 18 (natural armor)
Hit Points 180 (l9d10 + 76)
Speed 40ft.
STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances bludgeoning, piercing, an d slashi ng from
non magical wea pons that aren't silvered
Damage Immunities cold, fire, poison
Condition Immunities poisoned
Senses blinds ight 60ft., darkvision 120ft., passive Perception 12
Languages Infernal, te lepathy 120ft.
Challenge 14 (11,500 XP)
Devil's Sight. Magical darkness does n't imped e the devil's
darkvision.
Magic Resistance. The devil has advantage on savin g throws
against spel ls and other magica l effects .
ACTIONS
Multiattack. Th e devil makes three attacks : one with its bite,
one with its claws, an d one with its tail.
Tail. Melee Weapon Attack:+10 to hit, reach 10ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage plu s 10 (3d6)
co ld damage.
Wall of ice (Recharge 6). The devil mag ica lly forms an opaque
wa ll of ice o n a solid surface it can see within 60 feet of it . The
wa ll is 1 foot thick an d up to 30 feet long and 10 feet high, or
it's a hemisp herical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed
out of it by the shortest route. The creature chooses wh ich side
of the wa ll to end up on, unless the creature is incapacitated.
The creature then makes a DC 17 Dexterity saving throw,
taking 35 (10d6) cold dam age on a failed save, or half as much
damage on a successful one.
Th e wa ll lasts for 1 minute or until th e devil is incapacitated
or dies. Th e wall can be damaged and breached; each 10-foot
section has AC 5, 30 hit points, vulnerability to fire damage,
and immunity to acid, col d, necrotic, poison, an d psychic
damage . If a section is des troyed , it leaves behind a sheet of
frigid air in the s pace the wall occupied . Whenever a creature
finishes moving through the frigid air on a turn , willin gly or
otherwise, the creature must make a DC 17 Constitution saving
throw, taking 17 (5d6) cold damage on a fai led save, or half as
much damage on a successfu l one. The frigid ai r di ss ipates
when the rest of the wall vanishes.
75
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20ft., fly 40ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into a
beast form that resembles a rat (speed 20ft.), a raven (20ft.,
fly 60ft.), or a spider (20ft., climb 20ft.), or back into its true
form. Its stati stics are the same in each form, except for the
speed changes noted. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
Devil's Sight. Magical darkness doesn't im pede the imp's
darkvision.
Magic Resistance. The imp has advantage on saving throws
against spells and other magical effects.
Medium fiend (devil), lawful evil
Armor Class 7
Hit Points 13 (3d8)
Speed 15ft.
STR
W(+O)
DEX
5 (-3)
CON
11 (+0)
INT
1 (- 5)
WIS
11 (+0)
CHA
3 (- 4)
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened , poisoned
Senses darkvision 120ft., passive Perception 10
Languages understands Infernal but can't speak
Challenge 0 (10 XP)
ACTIONS
Devil's Sight. Magical darkness doesn't impede the lemure's
darkvision.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must make on a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.
Hellish Rejuvenation. A lemure that dies in the Nine Hells
comes back to life with all its hit points in 1d10 days unless it is
killed by a good·aligned creature with a bless spell cast on that
creature or its remains are sprinkled with holy wate r.
Invisibility. The imp magically turns invisib le until it attacks or
until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it.
ACTIONS
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
2 (1d4) bludgeoning damage.
PIT FIEND
Magic Weapons. The pit fiend's weapon attacks are magical.
Large fiend (devil), lawful evil
Innate Spel/casting. The pit fiend's spellcasting ability is
Charisma (spell save DC 21). The pit fiend can innately cast the
following spells, requiring no material components:
Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30ft., fly 60 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
At will: detect magic, fireball
3fday each: hold monster, wall offire
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws Dex +8, Con +13, Wis +10
Damage Resistances cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120ft., passive Perception 14
Languages Infernal, telepathy 120ft.
Challenge 20 (25,000 XP)
Fear Aura. Any creature hostile to the pit fiend that starts its
turn within 20 feet of the pit fiend must make a DC 21 Wisdom
saving throw, unless the pit fiend is incapacitated. On a failed
save, the creature is frightened until the start of its next turn. If
a creature's saving throw is successful, the creature is immune
to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving
throws against spells and other magical effects.
ACTIONS
Multiattack. The pit fiend makes four attacks: one with its bite,
one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 22 (4d6 + 8) piercing damage. The target must succeed on
a DC 21 Constitution saving throw or become poisoned. While
poisoned in this way, the target can't rega in hit points, and it
takes 21 (6d6) poison damage at the start of each of its turns.
The poisoned target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft. , one target.
Hit: 17 (2d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10ft., one
target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6)
fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10ft., one target.
Hit: 24 (3dJO + 8) bludgeoning damage.
77
Armor Class 13 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 20ft., fly 40ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
Damage Resistances cold; bludgeoning, piercing, and slashing
from non magical weapons that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception 12
Languages Infernal, telepathy 120ft.
Challenge 2 (450 XP)
Devi/'s Sight. Magical darkness doesn't impede the devil's
darkvision.
Flyby. The devil doesn't provoke an opportunity attack when it
flies out of an enemy's reach.
Limited Spines. Th e devil has twelve tail spines . Used spines
regrow by the time the devil finishes a long rest.
Magic Resistance. The devil has advantage on saving throws
against spells and other magical effects .
Multiattack. The devil makes two attacks: one with its bite and
one with its fork or two with its tail sp in es.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (2d4) slashing damage.
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.
Hit: 3 (ld6) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80
ft ., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (ld6)
fire damage.
DINOSAURS
Dinosaurs, or behemoths, are among the oldest reptiles
in the world. Predatory dinosaurs are savage, territorial
hunters. Herbivorous dinosaurs are less aggressive, but
they might attack to defend their young, or if startled
or harassed.
Dinosaurs come in many sizes and shapes. Larger
varieties often have drab coloration, while smaller
dinosaurs have colorful markings akin to birds.
Dinosaurs roam rugged and isolated areas that
humanoids seldom visit, including remote mountain
valleys, inaccessible plateaus, tropical islands,
and deep fens.
ALLOSAURUS
The allosaurus is a predator possessing great size,
strength, and speed. It can run down almost any prey
over open ground, pouncing to pull creatures down with
its wicked claws.
ANKYLOSAURUS
Thick armor plating covers the body of the plant-eating
ankylosaurus, which defends itself against predators
with a knobbed tail that delivers a devastating strike.
Some varieties of ankylosaurus have spiked tails that
deal piercing damage instead of bludgeoning damage.
PLESIOSAURUS
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 60ft.
STR
DEX
19 (+4)
13 (+1)
CON
17 (+3)
INT
2 (- 4)
WIS
12 (+1)
CHA
5 (-3)
Skills Perception +5
Senses passive Perception 15
Languages Challenge 2 (450 XP)
Pounce. If the a llosaurus moves at least 30 feet straight toward
a creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw
or be knocked prone. If the target is prone, the allosaurus can
make one bite attack against it as a bonus action.
A plesiosaurus is a marine dinosaur whose compact
body is driven by powerful flippers. Predatory and
aggressive, it attacks any creature it encounters. Its
flexible neck accounts for a third of its total length,
letting it twist in any direction to deliver a powerful bite.
ACTIONS
PTERANODON
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (ld8 + 4) slashing damage.
These flying reptiles have wingspans of 15 to 20 feet
and typically dive for small marine prey, though they
are opportunists and will attack any creature that
appears edible. A pteranodon has no teeth, instead
using its sharp beak to stab prey too large to swallow
with one gulp.
ANKYLOSAURUS
TRICERATOPS
One of the most aggressive of the herbivorous
dinosaurs, a triceratops has a skull that flares out to
form a protective plate of bone. With its great horns
and formidable speed, a triceratops gores and tramples
would-be predators to death.
TYRANNOSAURUS REX
This enormous predator terrorizes all other creatures in
its territory. Despite its size and weight, a tyrannosaurus
is a swift runner. It chases anything it thinks it can eat,
and there are few creatures it won't try to devour whole.
While prowling for substantial prey, a tyrannosaurus
subsists on carrion, and on any smaller creatures that
try to dart in to steal its meal.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 68 (8d12 + 16)
Speed 30ft.
STR
19 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
2 (- 4)
WIS
12 (+1)
CHA
5 (-3)
Senses pas sive Perception 11
Languages Challenge 3 (700 XP)
ACT IONS
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target .
Hit: 18 (4d6 + 4) bludgeoning damage . If the target is a
creature, it must succeed on a DC 14 Strength saving throw or
be knocked prone.
DINOS~URS
79
..
PTERANODON
Medium beast, unaligned
Large beast, unaligned
Armor Class 13 (natura l armor)
Hit Points 13 (3d8)
Speed 10ft., fly 60ft.
' Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24) .
Speed 20ft., swim 40ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
STR
12 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages Challenge 2 (450 XP)
DEX
15 (+2)
CON
10 (+0)
INT
2 (- 4)
WIS
9 (-1)
CHA
5 (-3)
Skills Perce pti on +1
Senses passive Perception 11
Languages Challenge 1/4 (50 XP)
Flyby. The pteranodon doesn't provoke an opportunity attack
when it flies out of an enemy's reach .
Hold Breath. The plesiosaurus can hold its breath for 1 hour.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. , one target.
Hit: 14 (3d6 + 4) piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage.
TYRANNOSAURUS REX
Huge beast, unaligned
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 136 (13d12 +52)
Speed 50 ft.
Armor Class 13 (natu ral armor)
Hit Points 95 (10d12 + 30)
Speed 50 ft.
STR
22 (+6)
DEX
9 (- 1)
CON
17 (+3)
INT
2 (- 4)
WIS
11 (+0)
CHA
DEX
10 (+0)
CON
19 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
9 (-1)
5 (-3)
Senses passive Perce ption 10
Languages Challenge 5 (1 ,800 XP)
Skills Percept ion +4
Senses passi ve Perception 14
Languages Challenge 8 (3 ,900 XP)
Trampling Charge. If the triceratops moves at least 20 feet
ACTIONS
straight toward a creature and then hits it with a gore attack on
the same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the triceratops can make one stomp attack against it as a
bonus action .
ACTIONS
8o
STR
25 (+7 )
Multiattack. The tyrannosaurus makes two attacks: one with
its bite and one with its tail. It can't make both attacks against
the same target.
Bite. Melee Weapon Attack: +10 to hit , reach 10ft., one target.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium
Gore. Melee Weapon Attack: +9 to hit , reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage.
or sma ll er creature, it is grapp led (escape DC 17) . Until this
grapple ends, the target is restrained, and the tyrannosaurus
can't bite another target.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
creature. Hit: 22 (3d10 + 6) bludgeoning damage
Tail. Melee Weapon Attack: +10 to hit , reach 10ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
DINOSAURS
DISPLACER BEAST
This monstrous predator takes its name from its
ability to displace light so that it appears to be several
feet away from its actual location. A dis placer beast
resembles a sleek great cat covered in blue-black fur.
However, its otherworldly origins are clear in its six
legs and the two tentacles sprouting from its shoulders,
both ending in pads tipped with spiky protrusions. A
dis placer beast's eyes glow with an awful' malevolence
that persists even in death.
Unseelie Origins. Displacer beasts roamed the
twilight lands of the Feywild for ages, until they were
captured and trained by the Unseelie Court. The
warriors of the court selectively bred the beasts to
reinforce their ferocious and predatory nature, using
them to hunt unicorns, pegasi, and other wondrous
prey. However, it didn't take long for the displacer
beasts to use their malevolent intelligence to escape
their masters.
Running and breeding freely in the Feywild, the
displacer beasts soon came to the attention of the
Seelie Court. With blink dog companions at their side,
fey hunters drove these predators to the fringes of the
Feywild, where many crossed over to the Material
Plane. To this day, displacer beasts and blink dogs
attack each other on sight.
Love ofthe Kill. Dis placer beasts kill not just for
food but also for sport. They target prey even when
not hungry, often toying with their victims to entertain
themselves until they are ready to eat. After killing
its prey using its tentacles, a displacer beast drags
the corpse to a quiet place where it can feed without
distraction.
Displacer beasts hunt alone or in small prides that
demonstrate skill at setting ambushes. A single beast
will strike and withdraw, luring prey into a densely
wooded area where its packmates wait. Packs of
displacer beasts hunting near trade roads recall the
frequency and schedule of regular caravans, laying
down ambushes to pick off those caravans.
Large monstrosity, lawful evil
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40ft.
STR
18 (+4)
DEX
CON
INT
15 (+2)
16 (+3)
6 (- 2)
WIS
12 (+1)
CHA
8 (- 1)
Senses darkvis ion 60ft. , passive Perce ption 11
Languages Challenge 3 (700 XP)
Avoidance. If the displacer beast is subjected to an effect that
allows it to make a saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails .
Displacement. The displacer beast projects a magical illusion
that makes it appear to be standing near its actual location,
causing attack rolls against it to have disadvantage. If it is hit
by an attack, this trait is disrupted until the end of its next
turn. This trait is also disrupted while the displacer beast is
incapacitated or has a speed ofO.
ACTIONS
Multiattack. The displacer beast makes two attacks with its
tentacles.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10ft., one
target. Hit: 7 (ld6 + 4) bludgeoning damage plus 3 (1d6)
piercing damage.
Prized Guards and Pets. Intelligent evil creatures
favor dis placer beasts as pets, but a dis placer beast
enters such an alliance only if it appears beneficial.
A displacer beast might guard a vault or act as a
bodyguard for a prominent individual.
81
Medium monstrosity (shapechangerj, neutral
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to
polymorph into a Small or Medium humanoid it has seen, or
back into its true form. Its statistics, other than its size, 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.
Ambusher. The doppelganger has advantage on attack rolls
against any creature it has surprised.
Surprise Attack. If the doppelganger surprises a creature and
hits it with an attack during the first round of combat, the
target takes an extra 10 (3d6) damage from the attack.
ACTIONS
Multiattack. The doppelganger makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it. The effect can
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone,
2 inches of metal, or a thin sheet of lead blocks it. While the
target is in range, the doppelganger can continue reading its
thoughts, as long as the doppelganger's concentration isn't
broken (as if concentrating on a spell) . While reading the
target's mind, the doppelganger has advantage on Wisdom
(Insight) and Charisma (Deception, Intimidation, and
Pers uasion) checks against the target.
DOPPELGANGER
Doppelgangers are devious shapeshifters that take
on the appearance of other humanoids, throwing off
pursuit or luring victims to their doom with misdirection
an.d disguise. Few creatures spread fear, suspicion, and
deceit better than doppelgangers. Found in every land
and culture, they can take on the guise of any individual
of any race.
Stealing Secrets. A doppelganger's adopted form
allows it to blend into almost any group or community,
but its transformation doesn't impart languages,
mannerisms, memory, or personality. Doppelgangers
often follow or capture creatures they intend to
impersonate, studying them and probing their minds for
secrets. A doppelganger can read a creature's surface
thoughts, allowing it to glean that creature's name,
desires, and fears, along with a few scattered memories.
A doppelganger impersonating a specific creature as
part of a long-term plot might keep its double alive and
close at hand for weeks, probing the victim's mind daily
to learn how to behave and speak authentically.
Hedonistic Swindlers. Doppelgangers work alone
or in small groups, with group roles shifting from con
to con. While one doppelganger takes the place of a
murdered merchant or noble, the others take on a
number of identities as circumstances warrant, playing
the parts of family or servants while they live off the
victim's riches.
Changelings. Doppelgangers are too lazy or selfinterested to raise their young. They assume attractive
male forms and seduce women, leaving them to raise
their progeny. A doppelganger child appears to be a
normal member of its mother's species until it reaches
adolescence, at which point it discovers its true nature
and is driven to seek out its kind to join them.
DRACOLICH
Even as long-lived as they are, all dragons must
eventually die. This thought doesn't sit well with
many dragons, some of which allow themselves to
be transformed by necromantic energy and ancient
rituals into powerful undead dracoliches. Only the
mos t narcissistic dragons choose this path, knowing
that by doing so, they sever all ties to their kin and the
dragon gods.
Beyond Death. A dracolich retains its shape and
size upon transforming, its skin and scales drawing
tight to its bones or sloughing away to leave a skeletal
form behind. Its eyes appear as glowing points of light
floating in shadowy sockets, hinting at the malevolence
of its undead mind.
Though many dragons pursue vain goals of
destruction and dominance, dracoliches are more
nefarious than the most evil dragons, driven to rule
over all. A dracolich is a fiendishly intelligent tyrant that
crafts complex webs of foul schemes, attracting servants
motivated by greed and a lust for power. Acting from
the shadows and actively plotting to keep its existence a
secret, a dracolich is a cunning and challenging foe.
Draco/ich Phylacteries. Creating a dracolich requires
the cooperation of the dragon and a group of mages or
cultists that can perform the proper ritual. During the
ritual, the dragon consumes a toxic brew that slays it
instantly. The attendant spellcasters then ensnare its
spirit and transfer it to a special gemstone that functions
like a lich's phylactery. As the dragon's flesh rots
away, the spirit inside the gem returns to animate the
dragon's bones.
If a dracolich's physical form is ever destroyed, its
spirit returns to the gem as long as the two are on
the same plane. If the gem comes into contact with
another dragon's corpse, the dracolich's spirit can take
possession of that corpse to become a new dracolich. If
the dracolich's spirit gem is taken to another plane, the
dracolich's spirit has nowhere to go when its undead
body is destroyed and simply passes into the afterlife.
DRACOLICH TEMPLATE
Only an ancient or adult true dragon can be transformed
into a dracolich. Younger dragons that attempt to
undergo the transformation die, as do other creatures
that aren't true dragons but possess the dragon type,
such as pseudodragons and wyverns. A shadow dragon
can't be transformed into a dracolich, for it has already
lost too much of its physical form .
When a dragon becomes a dracolich, it retains its
statistics except as described below. The dragon loses
any trait, such as Amphibious, that assumes a living
physiology. The dracolich might retain or lose any or all
of its lair actions or inherit new ones, as the DM sees fit.
Type. The dracolich's type changes from dragon
to undead, and it no longer requires air, food,
drink, or sleep.
Damage Resistance. The dracolich has resistance to
necrotic damage.
Damage Immunities. The dracolich has immunity
to poison. It also retains any immunities it had prior to
becoming a dracolich.
Condition Immunities. The dracolich can't be
charmed, frightened, paralyzed, or poisoned. It also
doesn't suffer from exhaustion.
Magic Resistance. The dracolich has advantage on
saving throws against spells and other magical effects.
Claw. Melee Weapon Attack: +1 2 to hit, reach 5 ft., one target.
/4it: 14 (2d6 + 7) slashing damage.
ADULT BLUE DRACOLICH
Huge undead, lawful evil
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40ft., burrow 30ft., fly 80ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +5, Con +11 , Wis +7, Cha +9
Skills Perception +12, Stealth +5
Damage Resistances necrotic
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic
Challenge 17 (1 8,000 XP) ·
Frightful Presence. Each creature of the dracolich's choice that
is within 120 feet of the dracolich and aware of it must succeed
on a DC 18 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dracolich's Frightful Presence for
the next 24 hours.
Lightning Breath (Recharge 5-6). The dracolich exhales
lightning in a 90-foot line that is 5 feet wide. Each creature in
that line must make a DC 20 Dexterity saving throw, taking
66 (12d10) lightning damage on a failed save, or half as much
damage on a successful one.
LEGE N DARY ACTIONS
Legendary Resistance (3JDay). If the dracolich fails a saving
throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving
throws against spells and other magical effects.
ACT IO N S
Multiattack. The dracolich can use its Frightful Presence.
It then makes three attacks: one with its bite and two with
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one
target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10)
lightning damage.
DRAGON, SHADOW
Shadow dragons are true dragons that were either born
In the Shadowfell or transformed by years spent within
its dismal confines. Some shadow dragons embrace
the Shadowfell for its bleak landscapes and desolation.
Others seek to return to the Material Plane, hungry to
spread the darkness and evil of the Plane of Shadow.
Dark Portals. Portals to the Shadowfell manifest
in forlorn places and the deep gloom of subterranean
caverns. The dragons that lair in such places often
discover these portals and find themselves transported
to a new realm. Ancient dragons that sleep in their lairs
for months or years at a time might find themselves
spirited away, never knowing that a portal has formed
without their knowledge as they dream.
Recast in Shadow. The transformation to a shadow
dragon happens over a period of years, during which
time a dragon's scales lose their luster and fade to a
charcoal hue. Its leathery wings become translucent, its
eyes paling to pools of opalescent gray. Shadow dragons
find ~unlight abhorrent, and they are weaker in bright
light than they are in darkness. Darkness makes the
dragon fade to a spectral shadow of its former self.
The magical nature of dragons holds an attraction
for the Shadowfell, which seems somehow to crave
The dracolich can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
The dracolich regains spent legendary actions at the start
of its turn.
Detect. The dracolich makes a Wisdom (Perception) check.
Tail Attack. The dracolich makes a tail attack.
Wing Attack (Costs 2 Actions). The dracolich beats its tattered
wings. Each creature within 10 feet of the dracolich must
succeed on a DC 21 Dexterity saving throw or take 14 (2d6
+ 7) bludgeoning damage and be knocked prone. After
beating its wings this way, the dracolich can fly up to half its
flying speed.
the might and majesty of these great reptiles. The
Shadowfell also has a dispiriting effect on its denizens,
such that the longer a creature remains on the plane,
the more it accepts the plane's malaise. As months and
years pass for a dragon on the Shadowfell, it becomes
aware of the transformation being wrought upon it, and
yet can do nothing to prevent it.
· Back in the World. A shadow dragon is so suffused
with the power of the Shadowfell that even a return to
the Material Plane can't undo its transformation. Some
shadow dragons attempt to lure other creatures from
the mortal realm back to the Shadowfell to keep them
company, at least until they tire of their guests and
devour them. Others are happy to leave the Shadowfell
behind forever, understanding that treasure and power
are easier to come by in the Material Plane.
SHADOW DRAGON TEMPLATE
Only a true dragon can transform into a shadow dragon,
and only if it is born in the Shadowfell or remains there
for several years. A dracolich can't be turned into a
shadow dragon, since it loses its draconic nature when it
becomes undead.
When a dragon becomes a shadow dragon, it retains
its statistics except as described below. The shadow
YOUNG RED SHADOW DRAGON
Large dragon, chaotic evil
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40ft., climb 40ft., fly 80ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +8
Damage Resistances necrotic
Damage Immunities fire
Senses blindsight 30ft., darkvision 120ft., passive Perception 18
Languages Common, Draconic
Challenge 13 (10,000 XP)
dragon might retain or lose any or all of its lair actions
or inherit new ones, as the DM sees fit.
Damage Resistances. The dragon has resistance to
necrotic damage.
Skill Proficiency: Stealth. The dragon's proficiency
bonus is doubled for its Dexterity (Stealth) checks.
Living Shadow. While in dim light or darkness,
the dragon has resistance to damage that isn't force,
psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the
dragon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sun light, the dragon
has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
New Action: Bite. If the dragon deals acid, cold, fire,
lightning, or poison damage with its bite, change that
damage type to necrotic.
New Action: Shadow Breath. Any damage-dealing
breath weapon possessed by the dragon deals
necrotic da mage instead of its original damage type. A
humanoid reduced to 0 hit points by this damage dies,
and an undead shadow rises from its corpse and acts
immediately after the dragon in the initiative count. The
shadow is under the dragon's control.
Living Shadow. While in dim light or darkness, the dragon has
resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkn ess, the dragon can
take the Hide action as a bonu s act ion.
Sunlight Sensitivity. While in sunlight, the dra go n has
di sadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws .
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 17 (2d10 + 6) pierci ng damage plus 3 (1d6)
necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage .
Shadow Breath (Recharge 5-6}. The dragon exha les shadowy
fire in a 30 -foot cone. Each creature in that area must make
a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic
damage on a failed save, or half as much damage on a
successful one. A humanoid reduced to 0 hit poin ts by this
damage dies, and an undead shadow rises from its corpse and
acts immedi ately after the dragon in the initiative count. The
shadow is under the dragon 's control.
\•
DRAGONS
CHROMAIT'IC DRAGONS
True dragons are winged reptiles of ancient lineage and
fearsome power. They are known and feared for their
predatory cunning and greed, with the oldest dragons
accounted as some of the most powerful creatures in
the world. Dragons are also magical creatures whose
innate power fuels their dreaded breath weapons and
other preternatural abilities.
Many creatures, including wyverns and dragon
turtles, have draconic blood. However, true dragons fall
into the two broad categories of chromatic and metallic
dragons. The black, blue, green, red, and white dragons
are selfish, evil, and feared by all. The brass, bronze,
copper, gold, and silver dragons are noble, good, and
highly respected by the wise.
Though their goals and ideals vary tremendously, all
true dragons covet wealth, hoarding mounds of coins
and gathering gems, jewels, and magic items. Dragons
with large hoards are loath to leave them for long,
venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of
life, from lowly wyrmlings to ancient dragons, which
can live for over a thousand years. In that time, their
might can become unrivaled and their hoards can grow
beyond price.
The black, blue, green, red, and white dragons represent
the evil side of dragonkind. Aggressive, gluttonous, and
vain, chromatic dragons are dark sages and powerful
tyrants feared by all creatures- including each other.
Driven by Greed. Chromatic dragons lust after
treasure, and this greed colors their every scheme
and plot. They believe that the world's wealth belongs
to them by right, and a chromatic dragon seizes that
wealth without regard for the humanoids and other
creatures that have "stolen" it. With its piles of coins,
gleaming gems, and magic items, a dragon's hoard is
the stuff of legend. However, chromatic dragons have
no interest in commerce, amassing wealth for no other
reason than to have it.
Creatures ofEgo. Chromatic dragons are united by
their sense of superiority, believing themselves the most
powerful and worthy of all mortal creatures. When they
interact with other creatures, it is only to further their
own interests. They believe in their innate right to rule,
and this belief is the cornerstone of every chromatic
dragon's personality and worldview. Trying to humble
a chromatic dragon is like trying to convince the wind
to stop blowing. To these creatures, humanoids are
animals, fit to serve as prey or beasts of burden, and
wholly unworthy of respect.
Dangerous Lairs. A dragon's lair serves as the seat
of its power and a vault for its treasure. With its innate
toughness and tolerance for severe environmental
effects, a dragon selects or builds a lair not for shelter
but for defense, favoring multiple entrances and exits,
and security for its hoard.
Most chromatic dragon lairs are hidden in dangerous
and remote locations to prevent all but the most
audacious mortals from reaching them. A black dragon
might lair in the heart of a vast swamp, while a red
dragon might claim the caldera of an active volcano. In
addition to the natural defenses of their lairs, powerful
chromatic dragons use magical guardians, traps, and
subservient creatures to protect their treasures.
Queen ofEvil Dragons. Tiamat the Dragon Queen
is the chief deity of evil dragonkind. She dwells on
Avern us, the first layer of the Nine Hells. As a lesser
god, Tiamat has the power to grant spells to her
worshipers, though she is loath to share her power. She
epitomizes the avarice of evil dragons, believing that
the multi verse and all its treasures will one day be hers
and hers alone.
Tiamat is a gigantic dragon whose five heads reflect
the forms of the chromatic dragons that worship herblack, blue, green, red, and white. She is a terror on the
battlefield, capable of annihilating whole armies with
her five breath weapons, her formidable spellcasting,
and her fearsome claws.
Tiamat's most hated enemy is Bahamut the Platinum
Dragon, with whom she shares control of the faith
of dragonkind. She also holds a special enmity for
Asmodeus, who long ago stripped her of the rule
of Avernus and who continues to curb the Dragon
Queen's power.
DRAG ON A G E CATE G ORI ES
Category
Wyrm ling
Young
Adult
Ancient
Size
Medium
Large
Huge
Gargantuan
Age Ra nge
5 years or less
6-100 years
101-800 years
801 years or more
VARIAN T : D RAG O NS AS I N NATE SPELLCASTERS
Dragons are innately magical creatures that can master a few
spells as they age, using this variant.
A young or older dragon can innately cast a number of
spells equal to its Charisma modifier. Each spell can be cast
once per day, requiring no material components, and the
spell's level can be no higher than one-third the dragon's
challenge rating (rounded down) . The dragon's bonus to
hit with spell attacks is equal to its proficiency bonus+ its
Charisma bonus. The dragon's spell save DC equals 8 +its
proficiency bonus + its Charisma modifier.
86
Tail. Melee Weapon Attack:+15 to hit, reach 20 ft ., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
ANCIENT BLACK DRAGON
Gargantuan dragon, chaotic evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft. , fly 80ft., swim 40ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +9, Con +14, Wi s +9, Cha +11
Skills Perception +16, Stealth +9
Damage Immunities acid
Senses blindsight 60ft., darkvision 120ft., passive Perception 26
Languages Common , Draconic
Challenge 21 (27,500 XP)
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet ofthe dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successfu l or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exha les acid in a
90-foot line that is 10 feet wide . Each creature in that line
must make a DC 22 Dexterity saving throw, taking 67 (15d8)
acid damage on a failed save, or half as much dam age on a
successful one.
LEGENDARY ACTIONS
Amphibious. Th e dragon can breathe air and water.
Legendary Resistance (3fDay). If the dragon fails a sav in g
throw, it can choose to s ucceed instead .
ACTIONS
Multiattack. Th e dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+15 to hit , reach 15 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., on'e target.
Hit: 15 (2d6 + 8) slash in g damage.
The dragon can take 3 legendary actions , choos in g from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. Th e
dragon regains spent legendary act ions at th e start of its turn .
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
on a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed .
87
Huge dragon, chaotic evil
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40ft., fly 80 ft., swim 40ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
Saving Throws Dex +7, Con +10, Wis +6, Cha +8
Skills Perception +11, Stealth +7
Damage Immunities acid
Senses blindsight 60ft., darkvision 120ft., passive Perception 21
Languages Common, Draconic
Challenge 14 (11 ,500 XP) ·
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3jDay). If the dragon fails a saving
throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must s ucceed
on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exbales acid in a
60-foot line that is 5 feet wide. Each creature in that line
must make a DC 18 Dexterity saving throw, taking 54 (12d8)
acid damage on a failed save, or half as much damage on a
successful one.
LEGENDARY ACT IONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legend ary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet ofthe dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
88
Armor Class 18 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40ft., fly 80ft., swim 40ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +5, Con +6, Wis +3, Cha +5
Skills Perception +6, Stealth +5
Damage Immunities acid
Senses blindsight 30ft., darkvision 120ft., passive Perception 16
Languages Common, Draconic
Challenge 7 (2,900 XP)
Amphibious. The dragon can breathe air and water.
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a
30-foot line that is 5 feet wide. Each creature in that line
must make a DC 14 Dexterity saving throw, taking 49 (11d8)
acid damage on a failed save, or half as much damage on a
successful one.
BLACK DRAGON WYRMLING
Medium dragon, chaotic evil
· Armor Class 17 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., fly 60ft., swim 30ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Dex +4, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +4
Damage Immunities acid
Senses blindsight 10ft., darkvision 60ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Amphibious. The dragon can breathe air ~n d water.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a
15-foot line that is 5 feet wide. Each creature in that line
must make a DC 11 Dexterity saving throw, taking 22 (Sd8)
acid damage on a fa iled save, or half as much damage on a
successful one.
--
BLACK DRAGON
The most evil-tempered and vile of the chromatic
dragons, black dragons collect the wreckage and
treasures of fallen peoples. These dragons loathe seeing
the weak prosper and revel in the collapse of humanoid
kingdoms. They make their homes in fetid swamps and
crumbling ruins where kingdoms once stood.
With deep-socketed eyes and broad nasal openings,
a black dragon's face resembles a skull. Its curving,
segmented horns are bone-colored near the base and
darken to dead black at the tips. As a black dragon ages,
the flesh around its horns and cheekbones deteriorates
as though eaten by acid, leaving thin layers of hide that
enhance its skeletal appearance. A black dragon's head
is marked by spikes and horns. Its tongue is flat with a
forked tip, drooling slime whose acidic scent adds to the
dragon's reek of rotting vegetation and foul water.
When it hatches, a black dragon has glossy black
scale. As it ages, its scales become thicker and duller,
helping it blend in to the marshes and blasted ruins that
are its home.
Brutal and Cruel. All chromatic dragons are evil, but
black dragons stand apart for their sadistic nature. A
black dragon lives to watch its prey beg for mercy, and
will often offer the illusion of respite or escape before
finishing off its enemies.
A black dragon strikes at its weakest enemies first,
ensuring a quick and brutal victory, which bolsters its
ego as it terrifies its remaining foes. On the verge of
defeat, a black dragon does anything it can to save itself,
but it accepts death before allowing any other creature
to claim mastery over it.
Foes and Servants. Black dragons hate and fear other
dragons. They spy on draconic rivals from afar, looking
for opportunities to slay weaker dragons and avoid
stronger ones. If a stronger dragon threatens it, a black
dragon abandons its lair and seeks out new territory.
Evillizardfolk venerate and serve black dragons,
raiding humanoid settlements for treasure and food to
give as tribute and building crude draconic effigies along
the borders of their dragon master's domain.
A black dragon's malevolent influence might also
cause the spontaneous creation of evil shambling
mounds that seek out and slay good creatures
approaching the dragon's lair.
Kobolds infest the lairs of many black dragons like
vermin. They become as cruel as their dark masters,
often torturing and weakening captives with centipede
bites and scorpion stings before delivering them to sate
the dragon's hunger.
Wealth ofthe Ancients. Black dragons hoard the
treasures and magic items of crumbled empires and
conquered kingdoms to remind themselves of their
greatness. The more civilizations a dragon outlasts,
the more entitled it feels to claim the wealth of current
civilizations for itself.
A
BLACK DRAGON'S LAIR
------~~~~--------Black dragons dwell in swamps on the frayed edges
of civilization. A black dragon's lair is a dismal cave,
grotto, or ruin that is at least partially flooded, providing
pools where the dragon rests, and where its victims can
fr rment. The lair is littered with the acid-pitted bones
qf previous victims and the fly-ridden carcasses of fresh
kills,,watched over by crumbling statues. Centipedes,
scorpions, and snakes infest the lair, which is filled with
the stench of death and decay.
LAIR AcTIONs
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can't use the same effect two rounds in a row:
Pools of water that the dragon can see within 120 feet
of it surge outward in a grasping tide. Any creature on
the ground within 20 feet of such a pool must succeed
on a DC 15 Strength saving throw or be pulled up to
20 feet into the water and knocked prone.
• A cloud of swarming insects fills a 20-foot-radius
sphere centered on a point the dragon chooses within
120 feet of it. The cloud spreads around corners and
remains until the dragon dismisses it as an action,
uses this lair action again, or dies. The cloud is
lightly obscured. Any creature in the cloud when it
appears must make on a DC 15 Constitution saving
throw, taking 10 (3d6) piercing damage on a failed
save, or half as much damage on a successful one. A
creature that ends its turn in the cloud takes 10 (3d6)
piercing damage.
Magical darkness spreads from a point the dragon
chooses within 60 feet of it, filling a 15-foot-radius
sphere until the dragon dismisses it as an action, uses
this lair action again, or dies. The darkness spreads
around corners. A creature with darkvision can't see
through this darkness, and nonmagicallight can't
illuminate it. If any of the effect's area overlaps with
an area of light created by a spell of 2nd level or lower,
the spell that created the light is dispelled.
REGIONAL EFFECTS
The region containing a legendary black dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects:
• The land within 6 miles of the lair takes twice as long
as normal to traverse, since the plants grow thick and
twisted, and the swamps are thick with reeking mud.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such
water regurgitate it within minutes.
• Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown,
but other effects fade over ld10 days.
89
Tail. Melee Weapon Attack:+16 to hit, reacl:1 20ft., one target.
Hit: 18 (2d8 + 9) bludgeoning damage.
ANCIENT BLUE DRAGON
Gargantuan dragon, lawful evil
Armor Class 22 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40ft., burrow 40ft., fly 80ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Stealth +7
Damage Immunities lightning
Senses blindsight 60ft., darkvision 120ft., passive Perception 27
Languages Common , Draconic
Challenge 23 (32,500 XP)
Legendary Resistance (3JDay). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+ 16 to hit, reach 15 ft., one
target. Hit: 20 (2d10 + 9) piercing dam age plu s 11 (2d10)
lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target.
Hit: 16 (2d6 + 9) slashing damage.
go
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 20 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for '
the next 24 hours .
Lightning Breath (Recharge 5-6). The dragon exhales lightning
in a 120-foot line that is 10 feet wide. Each creature in that line
must make a DC 23 Dexterity saving throw, taking 88 (16d10)
lightning damage on a fail ed save, or half as much damage on
a successful one.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn . The
dragon regains spent legendary actions at the start of its turn .
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon ma kes a tail attack.
Wing Attack (Costs 2 Acti9ns). The dragon beats its wings.
Each creature within 15 feet ofthe dragon must succeed
on a DC 24 Dexterity saving throw or take 16 (2d6 + 9)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed .
Large dragon, lawful evil
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40ft., burrow 20ft., fly 80ft.
Huge dragon, lawful evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40ft., burrow 30ft., fly 80ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
STR
21 (+5)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Perception +12, Stealth +5
Damage Immunities lightning
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Legendary Resistance (3fDay). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one
target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10)
lightning damage.
Claw. Melee Weapon Attack:+12 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slash ing damage.
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +9, Stealth +4
Damage Immunities lightning
Senses blindsight 30ft., darkvision 120ft., passive Perception 19
Languages Common, Draconic
Challenge 9 (5,000 XP)
Multiattack. The dragon makes three attacks: one with its bite
an d two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 5 (ld10)
lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5-6). The dragon exhales lightning
in an 60-foot line that is 5 feet wide. Each creature in that line
must make a DC 16 Dexterity saving throw, taking 55 (10d10)
lightning damage on a failed save, or half as much damage on
a successful one.
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Lightning Breath (Recharge 5-6). The dragon exhales lightning
in a 90-foot line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw, taking 66 (12d10)
lightning damage on a failed save, or half as much damage on
a successful one.
LEGENDARY ACT IONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a ·DC 20 Dexterity saving throw or take 14 (2d6 + 7)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed .
BLUE DRAGON WYRMLING
Medium dragon, lawful evil
Armor Class 17 (natu ral armor)
Hit Points 52 (8d8 + 16)
Speed 30ft., burrow 15ft., fly 60ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +2, Con +4, Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Immunities lightning
Senses blindsight 10ft., darkvlsion 60 ft., passive Perception 14
Languages Draconic
Challenge 3 (700 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1 d6)
lightning damage.
Lightning Breath (Recharge 5-6}. The dragon exhales lightning
in a 30-foot line that is 5 feet wide. Each creature in that line
must make a DC 12 Dexterity saving throw, taking 22 (4d10)
lightning damage on a fai led save, or half as much damage on
a successful one.
BLUE DRAGON
A BLUE
Vain and territorial, blue dragons soar through the skies
over deserts, preying on caravans and plundering herds
and settlements in the verdant lands beyond the desert's
reach. These dragons can also be found in dry steppes,
searing badlands, and rocky coasts. They guard their
territories against all potential competitors, especially
brass dragons.
A blue dragon is recognized by its dramatic frilled
ears and the massive ridged horn atop its blunt head.
Rows of spikes extend back from its nostrils to line its
brow, and cluster on its jutting lower jaw.
A blue dragon's scales vary in color from an iridescent
azure to a deep indigo, polished to a glossy finish by the
desert sands. As the dragon ages, its ·scales become
thicker and harder, and its hide hums and crackles
with static electricity. These effects intensify when the
dragon is angry or about to attack, giving off an odor of
ozone and dusty air.
Vain and Deadly. A blue dragon will not stand for any
remark or insinuation that it is weak or inferior, taking
great pleasure in lording its power over humanoids and
other lesser creatures.
A blue dragon is a patient and methodical combatant.
When fighting on its own terms, it turns combat into an
extended affair of hours or even days, attacking from a
distance with volleys of lightning, then flying well out of
harm's reach as it waits to attack again.
Desert Predators. Though they sometimes eat cacti
and other desert plants to sate their great hunger, blue
dragons are carnivores. They prefer to dine on herd
animals, cooking those creatures with their lightning
breath before gorging themselves. Their dining habits
make blue dragons an enormous threat to desert
caravans and nomadic tribes, which become convenient
collections of food and treasure to a dragon's eye.
When it hunts, a blue dragon buries itself in the desert
sand so that only the horn on its nose pokes above the
surface, appearing to be an outcropping of stone. When
prey draws near, the dragon rises up, sand pouring from
its wings like an avalanche as it attacks.
Overlords and Minions. Blue dragons covet valuable
and talented creatures whose service reinforces their
sense of superiority. Bards, sages, artists, wizards, and
assassins can become valuable agents for a blue dragon,
which rewards loyal service handsomely.
A blue dragon keeps its lair secret and well protected,
and even its most trusted servants are rarely allowed
within. It encourages ankhegs, giant scorpions, and
other creatures of the desert to dwell near its lair for
additional security. Older blue dragons sometimes
attract air elementals and other creatures to serve them.
Hoarders ofGems. Though blue dragons collect
anything that looks valuable, they are especially fond
of gems. Considering blue to be the most noble and
beautiful of colors, they covet sapphires, favoring
jewelry and magic items adorned with those gems.
A blue dragon buries its most valuable treasures deep
in the sand, while scattering a few less valuable trinkets
in plainer sight over hidden sinkholes to punish and
eliminate would-be thieves.
Blue dtagons make their lairs in barren places,
using' their lightning breath and their burrowing
ability to carve out crystallized caverns and tunnels
beneath the sands.
Thunderstorms rage around a legendary blue dragon's
lair, and narrow tubes lined with glassy sand ventilate
the lair, all the while avoiding the deadly sinkholes that
are the dragon's first line of defense.
A blue dragon will collapse the caverns that make up
its lair if that lair is invaded. The dragon then burrows
out, leaving its attackers to be crushed and suffocated.
When it returns later, it collects its possessions- along
with the wealth of the dead intruders.
DkAGON'S LAIR
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can't use the same effect two rounds in a row:
Part of the ceiling collapses above one creature that
the dragon can see within 120 feet of it. The creature
must succeed on a DC 15 Dexterity saving throw or
take 10 (3d6) bludgeoning damage and be knocked
prone and buried. The buried target is restrained and
unable to breathe or stand up. A creature can take an
action to make a DC 10 Strength check, ending the
buried state on a success.
A cloud of sand swirls about in a 20-foot-radius sphere
centered on a point the dragon can see within 120 feet
of it. The cloud spreads around corners. Each creature
in the cloud must succeed on a DC ls''constitution
saving throw or be blinded for 1 minute. A creature
can repeat the saving throw at the ertd of each of its
turns, ending the effect on itself on a success.
• Lightning arcs, forming a 5-foot-wide line between
two of the lair's solid surfaces that the dragon can
see. They must be within 120 feet of the dragon and
120 feet of each other. Each creature in that line must
succeed on a DC 15 Dexterity saving throw or take 10
(3d6) lightning damage.
REGIONAL EFFECTS
The region containing a legendary blue dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects:
• Thunderstorms rage within 6 miles of the lair.
• Dust devils scour the land within 6 miles of the lair. A
dust devil has the statistics of an air elemental, but it
can't fly, has a speed of 50 feet, and has an Intelligence
and Charisma of 1 (- 5).
• Hidden sinkholes form in and around the dragon's
lair. A sinkhole can be spotted from a safe distance
with a successful DC 20 Wisdom (Perception) check.
Otherwise, the first creature to step on the thin
crust covering the sinkhole must succeed on a DC
15 Dexterity saving throw or fall 1d6 x 10 feet into
the sinkhole.
If the dragon dies, the dust devils disappear
immediately, and the thunderstorms abate within 1d10
days. Any sinkholes remain where they are.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target.
Hit: 22 (4d6 + 8) slashing damage.
ANCIENT GREEN DRAGON
Gargantuan dragon, lawful evil
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40ft., fly 80ft., swim 40ft.
STR
27 (+8)
DEX
12 (+1 )
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17,
Persuasion +11 , Stealth +8
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60ft., darkvision 120ft., passive Perception 27
Languages Common, Draconic
Challenge 22 (30,000 XP)
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom savi ng throw or become frightened for 1
mi nute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Poison Breath (Recharge 5-6). The dragon exhales poisonous
gas in a 90-foot cone. Each creature in that area must make
a DC 22 Constitution saving throw, taking 77 (22d6) poison
damage on a fa iled save, or half as much damage on a
successful one.
Amphibious. The drago n can breathe air and water.
LEGENDARY ACTIONS
Legendary Resistance (3jDay). If the dragon fa ils a saving
throw, it can choose to succeed instead.
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn . The
dragon regains spent legendary actions at the start of its tu rn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+15 to hit, reach 15 ft., one
target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6)
poison da mage.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
on a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
bl udgeoning damage and be knocked prone. The dragon can
then fl y up to half its flying speed .
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft ., one target.
Hit: 13 (2d6 + 6) slashing damage.
ADULT GREEN DRA.GON
Huge dragon, lawful evil
Tail. Melee Weapon Attack:+ 11 to hit, reach 15ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Armor Class 19 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft. , swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Insight +7, Perception +12,
Persuasion +8, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Poison Breath (Recharge 5-6). The dragon exhales poisonous
gas in a 60-foot cone. Each creature in that area must make
a DC 18 Constitution saving throw, taking 56 (16d6) poison
damage on a failed save, or half as much damage on a
successful one.
Amphibious. The dragon can breathe air and water.
LEGENDARY ACTIONS
Legendary Resistance (3fDay). If the dragon fails a saving
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn .
throw, it can choose to s ucceed instead .
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
target. Hit: 17 (2d1 0 + 6) piercing damage plus 7 (2d6)
poison damage.
Large dragon, lawful evil
ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws .
Armor Class 18 (natu ral armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft., fly 80 ft. , swim 40 ft.
STR
19 (+4)
DEX
12 (+1)
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed .
Amphibious. The dragon can breathe air and water,
YOUNG GREEN DRAGON
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30ft., darkvision 120ft., passive
Perception 17
Languages Common, Draconic
Challenge 8 (3 ,900 XP)
94
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours .
CHA
15 (+2)
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
Saving Throws Dex +3, Con +3 , Wis +2, Cha +3
Skills Perception +4 , Stealth +3
Damage Immunities poison
Condition Immunities po isoned
Senses blindsight 10ft., darkvision 60ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Green dragons are consummate liars and masters of
double talk. They favor intimidation of lesser creatures,
but employ more subtle manipulations when dealing
with other dragons. A green dragon attacks animals and
monsters with no provocation, especially when dealing
with potential threats to its territory. When dealing with
sentient creatures, a green dragon demonstrates a lust
for power that rivals its draconic desire for treasure, and
it is always on the lookout for creatures that can he'lp it
further its ambitions.
A green dragon stalks its victims as it plans its
assault, sometimes shadowing creatures for day.s. ~
If a target is weak, the dragon enjoys the terror its
appearance evokes before it attacks. It never slays all its x
foes , preferring to use intimidation to establish control
over survivors. It then learns what it can about other
creatures' activities near its territory, and about any
treasure to be found nearby. Green dragons occasionally
release prisoners if they can be ransomed. Otherwise, a
creature must prove its value to the dragon daily or die.
Manipulative Schemers. A wily and subtle creature,
a green dragon bends other creatures to its will
by assessing and playing off their deepest desires.
Any creature foolish enough to attempt to subdue a
green dragon eventually realizes that the creature
is only pretending to serve while it assesses its
would-be master.
When manipulating other creatures, green dragons
are honey-tongued, smooth, and sophisticated. Among
their own kind, they are loud, crass, and rude, especially
when dealing with dragons of the same age and status.
Conflict and Corruption. Green dragons sometimes
clash with other dragons over territory where forest
crosses over into other terrain. A green dragon typically
pretends to back down, only to wait and watchsometimes for decades- for the chance to slay the other
dragon, then claim its lair and hoard.
Green dragons accept the servitude of sentient
creatures such as goblinoids, ettercaps, ettins, kobolds,
orcs, and yuan-ti. They also delight in corrupting and
bending elves to their will. A green dragon sometimes
wracks its minions' minds with fear to the point of
insanity, with the fog that spreads throughout its forest
reflecting those minions' tortured dreams.
Living Treasures. A green dragon's favored treasures
are the sentient creatures it bends to its will, including
significant figures such as popular heroes, well-known
sages, and renowned bards. Among material treasures,
a green dragon favors emeralds, wood carvings, musical
instruments, and sculptures of humanoid subjects.
Amphibious. The dragon can breathe air and water.
A
GREEN DRAGON
The most cunning and treacherous of true dragons,
green dragons use misdirection and trickery to get the
upper hand against their enemies. Nasty tempered and
thoroughly evil, they take special pleasure in subverting
and corrupting the good-hearted. In the ancient forests
they roam, green dragons demonstrate an aggression
that is often less about territory than it is about gaining
power and wealth with as little effort as possible.
A green dragon is recognized by its curved jawline
and the crest that begins near its eyes and continues
down its spine, reaching full height just behind the skull.
A green dragon has no external ears, but bears leathery
spiked plates that run down the sides of its neck.
A wyrmling green dragon's thin scales are a shade
of green so dark as to appear nearly black. As a green
dragon ages, its scales grow larger and lighter, turning
shades of forest, emerald, and olive green to help it
blend in with its wooded surroundings. Its wings have
a dappled pattern, darker near the leading edges and
lighter toward the trailing edges.
A green dragon's legs are longer in relation to its body
than with any other dragon, enabling it to easily pass
over underbrush and forest debris when it walks. With
its equally long neck, an older green dragon can peer
over the tops of trees without rearing up.
Capricious Hunters. A green dragon hunts by
patrolling its forest territory from the air and the
ground. It eats any creature it can see, and will consume
shrubs and small trees when hungry enough, but its
favorite prey is elve~.
I
. - - ===·--
-
-I
GREEN DRAGON WYRMLING
Medium dragon, lawful evil
Armor Class 17 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 30ft., fly 60ft. , swim 30ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
13 (+1)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous
gas in a 15 -foot cone. Each creature in that area must make
a DC 11 Constitution saving throw, taking 21 (6d6) poison
damage on a failed save, or half as much damage on a
successful one.
GREEN DRAGON'S LAIR
The forest-loving green dragons sometimes compete
for territory with black dragons in marshy woods and
with white dragons in subarctic taiga. However, a forest
controlled by a green dragon is easy to spot. A perpetual
fog hangs in the air in a legendary green dragon's wood,
carrying an acrid whiff of the creature's poison breath.
The moss-covered trees grow close together except •
where winding pathways trace their way like a maze '
into the heart of the forest. The light that reaches,the Ill
_
95
forest floor carries an emerald green cast, and every
sound seems muffled.
At the center of its forest, a green dragon chooses
a cave in a sheer cliff or hillside for its lair, preferring
an entrance hidden from prying eyes. Some seek out
cave mouths concealed behind waterfalls, or partly
submerged caverns that can be accessed through lakes
or streams. Others conceal the entrances to their lairs
with vegetation.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can't use the same effect two rounds in a row:
• Grasping roots and vines erupt in a 20-foot radius
centered on a point on the ground that the dragon
can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed
on a DC 15 Strength saving throw or be restrained
by the roots and vines. A creature can be freed if it
or another creature takes an action to make a DC 15
Strength check and succeeds. The roots and vines
wilt away when the dragon uses this lair action again
or when the dragon dies.
A wall of tangled brush bristling with thorns springs
into existence on a solid surface within 120 feet of the
dragon. The wall is up to 60 feet long, 10 feet high,
and 5 feet thick, and it blocks line of sight. When the
wall appears, each creature in its area must make a
DC 15 Dexterity saving throw. A creature that fails the
save takes 18 (4d8) piercing damage and is pushed 5
feet out of the wall's space, appearing on whichever
side of the wall it wants. A creature can move through
the wall, albeit slowly and painfully. For every 1 foot a
creature travels through the wall, it must spend 4 feet
of movement. Furthermore, a creature in the wall's
space must make a DC 15 Dexterity saving throw
once each round it's in contact with the wall, taking
18 (4d8) piercing damage on a failed save, or half as
much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to
fire damage, resistance to bludgeoning and piercing
damage, and immunity to psychic damage. The wall
sinks back into the ground when the dragon uses this
lair action again or when the dragon dies.
• Magical fog billows around one creature the dragon
can see within 120 feet of it. The creature must
succeed on a DC 15 Wisdom saving throw or be
charmed by the dragon until initiative count 20 on
the next round.
REGIONAL EFFECTS
The region containing a legendary green dragon's lair
is warped by the dragon's magic, which creates one
or more of the following effects:
• Thickets form labyrinthine passages within
1 mile of the dragon's lair. The thickets
act as 10-foot-high, 10-foot-thick walls
that block line of sight. Creatures
can move through the thickets,
with every 1 foot a creature
moves costing it 4 feet of
96
15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage
from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit
points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to
psychic and thunder damage.
• Within 1 mile of its lair, the dragon leaves no physical
evidence of its passage unless it wishes to. Tracking it
there is impossible except by magical means. In addition, it ignores movement impediments and damage
from plants in this area that are neither magical nor
creatures, including the thickets described above. The
plants remove themselves from the dragon's path.
• Rodents and birds within 1 mile of the dragon's lair
serve as the dragon's eyes and ears. Deer and other
large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their
supernatural link to it. The thickets remain, but within
1d10 days, they become mundane plants and normal
difficult terrain, losing their thorns.
ANCIENT RED DRAGON
Gargantuan dragon, chaotic evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40ft., climb 40ft., fly 80ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Perception +16, Stealth +7
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 24 (36,500 XP)
Legendary Resistance (3JDay). If the dragon fai ls a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one target.
Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6)
fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft.,
one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft.,
one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 21 Wisdom saving throw or become frightened for 1
minute. A creature can re peat the saving throw at the e nd of
each of its turns, ending the effect on itself on a success. If a
creature's savin g th row is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot
cone. Each creature in that area must make a DC 24 Dexterity
saving throw, taking 91 (26d6) fire damage on a failed save, or
ha lf as much damage on a successful one.
LEGENDARY ACT IONS
The dragon ca n take 3 lege nd ary actions, choosing from the
options below. Only one lege ndary acti on option ca n be used
at a time an d only at the end of another creature's turn . The
dragon regains spent legendary actions at the start of its turn.
Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dra gon beats its wings.
Each creature within 15 feet of th e dragon must succeed
on a DC 25 Dexterity saving throw or take 17 (2d6 + 10)
bludgeon ing damage and be knocked prone. The drago n can
then fly up to half its flying speed.
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40ft., climb 40ft., fly 80ft.
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40ft., climb 40ft., fly 80ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
l3 (+1)
CHA
21 (+5)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception + l3, Stealth +6
Damage Immunities fire
Senses blindsight 60ft., darkvision 120ft., passive Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Legendary Resistance (3JDay). If the dragon fails a saving
throw, it can choose to succeed instead .
Multiattack. The dragon can use its Frightful Presence. It then
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
ll (+0)
CHA
19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Damage Immunities fire
Senses blindsight 30ft., darkvision 120ft., passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage p lu s 3 (1d6) fire damage.
makes three attacks : one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack:+14 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot
cone. Each creature in that area must make a DC 21 Dexterity
saving throw, taking 63 (18d6) fire damage on a failed save, or
half as much damage on a successful one.
LEGENDARY AC T IONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and on ly at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack .
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone . The dragon can
then fly up to half its flying speed .
g8
PR!AeONS
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: l3 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot
cone. Each creature in that area must make a DC 17 Dexterity
saving throw, taking 56 (l6d6) fire damage on a failed save, or
half as much damage on a successfu l one.
RED DRAGON WYRMLING
Medium dragon, chaotic evil
Armor Class 17 (n atural armor)
Hit Points 75 (10d8 + 30)
Speed 30ft., climb 30 ft., fly 60ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +2 , Con +5 , Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Immunities fire
Senses blindsight 10ft., darkvision 60ft., passive Perce ption 14
Languages Draconic
Challenge 4 (1,100 XP)
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Fire Breath (Recharge 5-6). The dragon exha les fire in a 15-foot
cone. Each creature in that area must make a DC l3 Dexterity
saving throw, taking 24 (7d6) fire damage on a failed save, or
half as much damage on a successful one.
RED DRAGON
A
The most covetous of the true dragons, red dragons
tirelessly seek to increase their treasure hoards. They
are exceptionally vain, even for dragons, and their
conceit is reflected in their proud bearing and their
disdain for other creatures.
The odor of sulfur and pumice surrounds a red
dragon, whose swept-back horns and spinal frill define
its silhouette. Its beaked snout vents smoke at all times,
and its eyes dance with flame when it is angry. Its wings
are the longest of any chromatic dragon, and have a
blue-black tint along the trailing edge that resembles
metal burned blue by fire.
The scales of a red dragon wyrmling are a bright
glossy scarlet, turning a dull, deeper red and becoming
as thick and strong as metal as the dragon ages. Its
pupils also fade as it ages, and the oldest red dragons
have eyes that resemble molten lava orbs.
Mountain Masters. Red dragons prefer mountainous
terrain, badlands, and any other locale where they can
perch high and survey their domain. Their preference
for mountains brings them into conflict with the hilldwelling copper dragons from time to time.
Arrogant Tyrants. Red dragons fly into destructive
rages and act on impulse when angered. They are so
ferocious and vengeful that they are regarded as the
archet'ypical evil dragon by many cultures.
No other dragon comes close to the arrogance of the
red dragon. These creatures see themselves as kings
and emperors, and view the rest of dragon kind as
inferior. Believing that they are chosen by Tiamat to rule
in her name, red dragons consider the world and every
creature in it as theirs to command.
Status and Slaves. Red dragons are fiercely territorial
and isolationist. However, they yearn to know about
events in the wider world, and they make use of lesser
creatures as informants, messengers, and spies. They
are most interested in news about other red dragons,
with which they compete constantly for status.
When it requires servants, a red dragon demands
fealty from chaotic evil humanoids. If allegiance isn't
forthcoming, it slaughters a tribe's leaders and claims
lordship over the survivors. Creatures serving a red
dragon live in constant terror of being roasted and eaten
for displeasing it. They spend most of their time fawning
over the creature in an attempt to stay alive.
Obsessive Collectors. Red dragons value wealth
above all else, and their treasure hoards are legendary.
They covet anything of monetary value, and can often
judge the worth of a bauble to within a copper piece at a
glance. A red dragon has a special affection for treasure
claimed from powerful enemies it has slain, exhibiting
that treasure to prove its superiority.
A red dragon knows the value and provenance of
every item in its hoard, along with each item's exact
location. It might notice the absence of a single coin,
igniting its rage as it tracks down and slays the thief
without mercy. If the thief can't be found, the dragon
goes on a rampage, laying waste to towns and villages in
an attempt to sate its wrath.
Red dragons lair in high mountains or hills, dwelling in
caverns under snow-capped peaks, or within the deep
halls of abandoned mines and dwarven strongholds.
Caves with volcanic or geothermal activity are the most
highly prized red dragon lairs, creating hazards that
hinder intruders and letting searing heat and volcanic
gases wash over a dragon as it sleeps.
·•
With its hoard well protected deep within the lair,"
a red dragon spends as much of its time outside the
mountain as in it. For a red dragon, the great heights
of the world are the throne from which it can look
out to survey all it controls-and the wider world it
seeks to control.
Throughout the lair complex, servants erect
monuments to the dragon's power, telling the grim story
of its life, the enemies it has slain, and the nations it
has conquered.
RED DRAGON'S LAIR
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can't use the same effect two rounds in a row:
• Magma erupts from a point on the ground the dragon
can see within 120 feet of it, creating a 20-foot-high,
5-foot-radius geyser. Each creature in the geyser's
area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as
much damage on a successful one.
• A tremor shakes the lair in a 60-foot radius around
the dragon. Each creature other than the dragon on
the ground in that area must succeed on a DC 15
Dexterity saving throw or be knocked prone.
• Volcanic gases form a cloud in a 20-foot-radius
sphere centered on a point the dragon can see within
120 feet of it. The sphere spreads a round corners,
and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that
starts its turn in the cloud must succeed on a DC 13
Constitution saving throw or be poisoned until the end
of its turn. While poisoned in this way, a creature is
incapacitated.
REGIONAL EFFECTS
The region containing a legendary red dragon's lair is
warped by the dragon's magic, which creates one or
more of the following effects:
• Small earthquakes are common within 6 miles of the
dragon's lair.
Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
• Rocky fissures within 1 mile of the dragon's lair form
portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course
of 1dl0 days.
99
Claw. Melee Weapon Attack: +14 to hit, reach 10 f.t., one target.
Hit: 15 (2d6 + 8) slashing damage.
ANCIENT WHITE DRAGON
Gargantuan dragon, chaotic evil
Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Armor Class 20 (nat ural armo r)
Hit Points 333 (18d20 + 144)
Speed 40 ft., burrow 40 ft., fl y 80ft ., sw im 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
10 (+0)
WIS
13 (+1)
Frightful Presence. Each creature of the dragon's choice that
CHA
14 (+2)
Saving Throws Dex +6, Co n +14, Wis +7, Cha +8
Skills Perception+13 , Stealth +6
Damage Immunities col d
Senses bl inds ight 60ft., da rkvis ion 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 20 (24,500 XP)
Ice Walk. The dragon can move across and climb icy surfaces
without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance (3JDay). If the dragon fails a saving
throw, it can choose to succeed instead .
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks : one with its bite and two with its claws.
Bite. Melee Weapon Attack:+14 to hit, reach 15ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) co ld damage.
100
is within 120 feet of the dragon and aware of it must succeed
on a DC 16 Wisdom sav ing throw or become frightened for 1
minute . A creature can repeat the saving throw at the end of
each of its turns , end in g the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immun e to the dragon's Frightful Presence for
the next 24 hours .
Cold Breath (Recharge 5-6}. The dragon exhales an icy blast in
a 90-foot cone. Each creature in that area must make a DC 22
Constitution saving throw, taking 72 (l6d8) cold damage on a
failed save, or half as much damage on a successful one.
LEG ENDARY AC T IONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn . The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wi sdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions) . The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone . The dragon can
then fly up to half its flying speed .
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Huge dragon, chaotic evil
Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Armor Class 18 (n atural armor)
Hit Points 200 (16d1 2 + 96)
Speed 40ft. , burrow 30ft., fly 80ft. , swim 40ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws Dex +5, Con +11 , Wis +6, Cha +6
Skills Perception +11, Stealth +5
Damage Immunities cold
Senses blindsight 60ft., darkvision 120ft., passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Ice Walk. The dragon can move across and climb icy surfaces
with out needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doe sn't cost it extra moment .
Legendary Resistance (3JDay). If the drago n fail s a saving
throw, it can choose to succeed in stead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) co ld damage.
Large dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40ft., burrow 20ft., fly 80ft., swim 40ft.
DEX
10 (+0)
CON
18 (+4)
INT
6 (- 2)
WIS
11 (+0)
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in
a 60-foot cone. Each creature in that area must make a DC 19
Constitution saving throw, taking 54 (12d8) cold damage on a
failed save, or half as much dam age on a successfu l one.
LEGENDARY ACTIONS
The drago n can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature 's turn. The
dragon regain s spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tai l attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings .
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. Th e dragon can
then fly up to half its flying speed.
Ice Walk. The dragon can move across and climb icy surfaces
without needing to make an ability check. Additionally, difficult
terrain composed of ice or s now doesn't cost it extra moment.
Y OUNG WHITE DRAGON
STR
18 (+4)
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 14 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours .
ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws .
CHA
12 (+1)
Saving Throws Dex +3, Con +7, Wis +3 , Cha +4
Skills Perception +6, Stealth +3
Damage Immunities cold
Senses blindsight 30ft., darkvision 120ft., passive Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.
Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5-6). The dragon exha les an icy blast in
a 30-foot co ne. Each creature in that area must make a DC 15
Constitution savin g throw, taking 45 (10d8) cold damage on a
failed save, or half as much damage on a successful one.
lOJ
...
WHITE DRAGON
The smallest, least intelligent, and most animalistic of
the chromatic dragons, white dragons dwell in frigid
climes, favoring arctic areas or icy mountains. They are
•vicious, cruel reptiles driven by hunger and greed.
A white dragon has feral eyes, a sleek profile, and a
spined crest. The scales of a wyrmling white dragon
glisten pure white. As the dragon ages, its sheen
disappears and some of its scales begin to darken,
so that by the time it is old, it is mottled by patches
of pale blue and light gray. This patterning helps the
dragon blend into the realms of ice and stone in which
it hunts, and to fade from view when it soars across a
cloud-filled sky.
Primal and Vengeful. White dragons lack the
cunning and tactics of most other dragons. However,
their bestial nature makes them the best hunters among
all dragonkind, singularly focused on surviving and
· slaughtering their enemies. A white dragon consumes
only food that has been frozen, devouring creatures
killed by its breath weapon while they are still stiff and
frigid. It encases other kills in ice or buries them in
snow near its lair, and finding such a larder is a good
indication that a white dragon dwells nearby.
A white dragon a lso keeps the bodies of its greatest
enerriies as trophies, freezing corpses where it can
look upon them and gloat. The remains of giants,
remorhazes, and other dragons are often positioned
prominently within a white dragon's lair as warnings
to intruders.
Though only moderately intelligent, white dragons
' have extraordinary memories. They recall every slight
and defeat, and have been known to conduct malicious
ve~dettas against creatures that have offended them.
This often includes silver dragons, which lair in
WHITE DRAGON WY·RMLING
Medium dragon, chaotic evil
Armor Class 16 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30ft., burrow 15ft., fly 60ft. , swim 30ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws Dex +2, Con +4, Wis +2, Cha +2
Skills Perception +4, Stea lth +2
Damage Immunities cold
Senses blindsight 10ft., darkvision 60ft. , passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge 5-6). The dragon exha les an icy blast of
hail in a 15-foot cone. Each creature in that area mu st make a
DC 12 Constitution saving throw, taking 22 (5d8) cold damage
on a failed save, or half as much damage on a successfu l one.
10~
,'/'
:
?!"l·.,~i'f
the
it~ries as whites. W hite a
speak as all d'rago~s can, but they rarely
moved 'to do s~. ·
Lone Masters. White dragons avoid all other dragons
except whites of the opposite sex. Even then, when
white dragons seek each other out as mates, they stay
together only long enough to conceive offspring b ~fore
fleeing into isolation again.
White dragons can't abide rivals near their lairs. As a
result, a white dragon attacks other creatures without
provocation, viewing such creatures as either too weak
or too powerful to live. The only creatures that typically
serve a white dragon are intelligent humanoids that
demonstrate enough strength to assuage the dragon's
wrath, and can put up with sustaining regular losses as
a result of its hunger. This includes dragon-worshiping
kobolds, which are commonly found in their lairs.
Powerful creatures can sometimes gain a white
dragon's obedience through a demonstration of physical
or magical might. Frost giants challenge white dragons
to prove their own strength and improve their status
in their clans, and their cracked bones litter many a
white dragon's lair. However, a white dragon defeated
by a frost giant often becomes its servant, accepting the
mastery of a superior creature in exchange for asserting
its own domination over the other creatures that serve
or oppose the giant.
Treasure Under Ice. White dragons love the cold
sparkle of ice and favor treasure with similar qualities,
particularly diamonds. However, in their remote arctic
climes, the treasure hoards of white dragons more often
contain walrus and mammoth tusk ivory, whale-bone
sculptures, figureheads from ships, furs, and magic
items seized from overly bold adventurers.
Loose coins and gems are spread across a white
dragon's lair, glittering like stars when the light strikes
them. Larger treasures and chests are encased in layers
of rime created by the white dragon's breath, and held
safe beneath layers of transparent ice. The dragon's
great strength allows it to easily access its wealth, while
lesser creatures must spend hours chipping away or
melting the ice to reach the dragon's main hoard.
A white dragon's flawless memory means that it
knows how it came to possess every coin, gem, and
magic item in its hoard, and it associates each item with
a specific victory. White dragons are notoriously difficult
to bribe, since any offers of treasure are seen as an
insult to their ability to simply slay the creature making
the offer and seize the treasure on their own.
A
WHITE DRAGON'S LAIR
White dragons lair in icy caves and deep subterranean
chambers far from the sun. They favor high mountain
vales accessible only by flying, caverns in cliff faces, and
labyrinthine ice caves in glaciers. White dragons love
vertical heights in their caverns, flying up to the ceiling
to latch on like bats or slithering down icy crevasses.
A legendary white dragon's innate magic deepens
the cold in the area around its lair. Mountain caverns
are fast frozen by the white dragon's presence. A
white dragon can often detect intruders by the way the
keening wind in its lair changes tone.
A white dragon rests on high ice shelves and cliffs in its
lair, the floor around it a treacherous morass of broken
ice and stone, hidden pits, and slippery slopes. As foes
struggle to move toward it, the dragon flies from perch to
perch and destroys them with its freezing breath.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can't use the same effect two rounds in a row:
• Freezing fog fills a 20-foot-radius sphere centered on
a point the dragon can see within 120 feet of it. The
fog spreads around corners, and its area is heavily
obscured. Each creature in the fog when it appears
must make a DC 10 Constitution saving throw, taking
10 (3d6) cold damage on a failed save, or half as much
damage on a successful one. A creature that ends its
turn in the fog takes 10 (3d6) cold damage. A wind of
at least 20 miles per hour disperses the fog. The fog
otherwise lasts until the dragon uses this lair action
again or until the dragon dies.
• Jagged ice shards fall from the ceiling, striking up to
three creatures underneath that the dragon can see
within 120 feet of it. The dragon makes one ranged
attack roll (+7 to hit) against each target. On a hit, the
target takes 10 (3d6) piercing damage.
• The dragon creates an opaque wall of ice on a solid
surface it can see within 120 feet of it. The wall can
be up to 30 feet long, 30 feet high, and 1 foot thick.
When the wall appears, each creature within its area
is pushed 5 feet out of the wall's space; appearing on
whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability
to fire da mage, and immunity to acid, cold, necrotic,
poison, and psychic damage. The wall disappears
when the dragon uses this lair action again or when
the dragon dies.
REGIONAL EFFECTS
The region containing a legendary white dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects:
Chilly fog lightly obscures the land within 6 miles of
the dragon's lair.
• Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when
the dragon is at rest.
• Icy walls block off areas in the dragon's lair. Each wall
is 6 inches thick, and a 10-foot section has AC 5, 15 hit
points, vulnerability to fire damage, and immunity to
acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can
do so without slowing down. The portion of the wall
the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within
1 day. The ice walls melt over the course of 1d10 days.
METALLIC DRAGONS
Metallic dragons seek to preserve and protect, viewing
themselves as one powerful race among the many races
that have a place in the world.
Noble Curiosity. Metallic dragons covet treasure
as do their evil chromatic kin, but they aren't driven
as much by greed in their pursuit of wealth. Rather,
metallic dragons are driven to investigate and collect,
taking uncla imed relics a nd storing them in their Ja1rs.
A metallic dragon's treasure hoard is filled with items .
that reflect its persona, tell its history, and preserve its
memories. Metallic dragons also seek to protect othe~
creatures from dangerous magic. As s uch, power.ful
magic items and even evil artifacts are sometimes
secreted away in a metallic dragon's hoard.
A metallic dragon can be persuaded to part with an
item in its hoard for the greater good. However, another
creature's need for or right to the item is often unclear
from the dragon's point of view. A metallic dragon must
be bribed or otherwise convinced to part with the item.
Solitary Shapeshifters. At some point in their long
lives, metallic dragons gain the magical ability to
assume the forms of humanoids and beasts. When a
dragon learns how to disguise itself, it might immerse
itself in other cultures for a time. Some dragons are too
shy or paranoid to stray far from their lairs and their
treasure hoa rds, but bolder dragons Jove to wander city
streets in humanoid form, taking in the local culture and
cuisine, and amusing themselves by observing how the
smaller races live.
Some metallic dragons prefer to stay as far away from
civilization as possible so as to not attract enemies.
However, this means that they are often far out of touch
with current events.
The Persistence ofMemory. Metallic dragons
have long memories, and they form opinions of
humanoids based on previous contact with related
humanoids. Good dragons can recognize humanoid
bloodlines by smell, sniffing out each person they meet
a nd remembering any relatives they have come into
contact with over the years. A gold dragon might never
suspect duplicity from a cunning villain, assuming
that the villain is of the same mind and heart as a good
and virtuous grandmother. On the other hand, the
dragon might resent a noble paladin whose ancestor
stole a silver statue from the dragon's hoard three
centuries before.
King ofGood Dragons. The chief deity of the metallic
dragons is Bahamut, the Platinum Dragon. He dwells in
the Seven Heavens of Mount Celestia, but often wanders
the Material Plane in the magical guise of a venerable
human male in peasant robes. In this form , he is usually
accompanied by seven golden canaries- actually seven
ancient gold dragons in polymorphed form.
Bahamut seldom interferes in the a ffairs of mortal
creatures, though he makes exceptions to help thwart
the machinations of Tiamat the Dragon Queen and
her evil brood. Good-aligned clerics and paladins
sometimes worship Bahamut for his dedication to
jus tice and protection. As a lesser god, he has the power .
to grant divine spells.
!03
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
ANCIENT BRASS DRAGON
Gargantuan dragon, chaotic good
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons:
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 40ft., burrow 40ft., fly 80ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +6, Con +13, Wis +8, Cha +10
Skills History +9, Perception +14, Persuasion +10, Stealth +6
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120ft., passive Perception 24
Languages Common, Draconic
Challenge 20 (24,500 XP)
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one target.
Hit: 19 (2d10 + 8) piercing damage.
Fire Breath. The dragon exhales fire in an 90-foot line that is
10 feet wide. Each creature in that line must make a DC 21
Dexterity saving throw, taking 56 (16d6) fire damage on a
failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 90-foot
cone. Each creature in that area must succeed on a DC 21
Constitution saving throw or fall unconscious for 10 minutes.
This effect ends for a creature if the creature takes damage or
so meone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form . It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice).
· In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Lege ndary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form , except any class features or
legendary actions of that form.
LEG ENDARY ACT IONS
Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target.
Hit: 15 (2d6 + 8) slashing dam age.
Tail. Melee Weapon Attack:+14 to hit, reach 20ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the drago n's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 18 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the savin g throw at the end of
each of its turns, ending the effect on itself on a s uccess. If a
creature's saving throw is successful or the effect ends for it,
The drago n can t ake 3 lege ndary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must s ucceed
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Huge dragon, chaotic good
Armor Class 18 (natural armor)
Hit Points 172 (1 5d12 + 75)
Speed 40ft., burrow 30ft., fly 80ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws Dex +5, Con +10, Wis +6, Cha +8
Skills History +7, Perception +11, Persuasion +8, Stealth +5
Damage Immunities fire
Senses blindsight 60ft., darkvision 120ft., passive Perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP)
Frightful Presence. Each creature ofthe drag0n's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge 5-6). The cjragon uses one of the
following breath weapons.
Legendary Resistance (3jDay). If the dragon fail s a saving
throw, it can choose to succeed instead.
Fire Breath. The dragon exhales fire in an 60-foot line that is
5 feet wide. Each creature in that line must make a DC 18
Dexterity saving throw, taking 49 (13d6) fire damage on a
failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot
cone. Each creature in that area must succeed on a DC 18
Constitution saving throw or fall unconscious for 10 minutes.
This effect ends for a creature if the creature takes damage or
someone uses an action to wake it.
ACTIONS
LEGENDARY ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +11 to hit, reach ,.0 ft., one target.
Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
YOUNG BRASS DRAGON
Large dragon, chaotic good
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40ft., burrow 20ft., fly 80ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Breath Weapons (Recharge 5-6). The dragon uses one ofthe
following breath weapons.
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +5, Con +8, Wis +5, Cha +7
Skills Perception +10, Persuasion +7, Stealth +5
Damage Immunities fire
Senses blindsight 30ft., darkvision 120ft., passive Perception 20
Languages Common, Draconic
Challenge 6 (2,300 XP)
Fire Breath. The dragon exhales fire in a 40-foot line that is
5 feet wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 42 (12d6) fire damage on a
failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 30-foot
cone. Each creature in that area must succeed on a DC 14
Constitution saving throw or fall unconscious for 5 minutes.
This effect ends for a creature if the creature takes damage or
someone uses an action to wake it.
ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
I05
'
BRASS DRAGON
The most gregarious of the true dragons, brass dragons
crave conversation, sunlight, and hot, dry climates.
A brass dragon's head is defined by the broad
'·protective plate that expands from its forehead and the
spikes protruding from its chin. A frill runs the length of
its neck, and its tapering wings extend down the length
of its tail. A brass dragon wyrmling's scales are a dull,
mottled brown. As it ages, the dragon's scales begin to
shine, eventually taking on a warm, burnished luster.
Its wings and frills are mottled green toward the edges,
darkening with age. As a brass dragon grows older, its
pupils fade until its eyes resemble molten metal orbs.
Boldly Talkative. A brass dragon engages in
conversations with thousands of creatures throughout
its long life, accumulating useful information which it
will gladly share for gifts of treasure. If an intelligent
creature tries to leave a·brass dragon's presence without
engaging in conversation, the dragon follows it. If the
creature attempts to escape by magic or force, the
dragon might respond with a fit of pique, using its sleep
gas to incapacitate the creature. When it wakes, the
creature finds itself pinned to the ground by giant claws
or buried up to its neck in the sand while the dragon's
thirst for small talk is slaked.
A brass dragon is trusting of creatures that appear
to enjoy conversation as much as it does, but is smart
enough to know when it is being manipulated. When
BRASS DRAGON WYRMLING
Medium drago n, chaotic good
Armor Class 16 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30ft. , burrow 15ft., fly 60ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Dex +2, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +2
Damage Immunities fire
Senses blindsight 10ft., darkvision 60ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon exha les fire in an 20-foot line that is
5 feet wide. Each creature in that line must make a DC 11
Dexterity saving throw, taking 14 (4d6) fire damage on a
failed save, or half as much damage on a successfu l one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot
cone. Each creature in that area must succeed on a DC 11
Constitution saving throw or fall unconscious for 1 minute.
This effect ends for a creature if the creature takes damage or
someone uses an action to wake it.
ro6
~
i-
that happ~ns, 1 tne dragon often res ponds \P-kind,
treating a bout of mutual trickery as a game.
Prized Treasures. Brass dragons covet magic
items that allow them to converse with interesting
personalities. An intelligent telepathic weapon or a
magic lamp with a djinni bound inside it are among the
greatest treasures a brass dragon can possess.
Brass dragons conceal their hoards under mounds
of sand or in secret places far from their primary
lairs. They have no trouble remembering where their
treasure is buried, and therefore have no need for maps.
Adventurers and wanderers should be wary if they
happen across a chest hidden in an oasis or a treasure
cache tucked away in a half-buried desert ruin, for these
might be parts of a brass dragon's hoard.
A
BRAss DRAGON's LAIR
A brass dragon's desert lair is typically a ruin, canyon,
or cave network with ceiling holes to allow for sunlight.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
• A strong wind blows around the dragon. Each creature
within 60 feet of the dragon must succeed on a DC 15
Strength saving throw or be pushed 15 feet away from
the dragon and knocked prone. Gases and vapors are
dispersed by the wind, and unprotected flames are
extinguished. Protected flames; such as lanterns, have
a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 20-foot-radius sphere
centered on a point the dragon can see within 120
feet of it. The cloud spreads around corners. Each
creature in it must succeed on a DC 15 Constitution
saving throw or be blinded 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.
REGIONAL EFFECTS
The region containing a legendary brass dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects:
• Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden
water sources, while also leading away from areas
that the dragon prefers to remain undisturbed.
• Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These
illusions move and appear real, although they can do
no harm. A creature that examines an image from a
distance can tell it's an illusion with a successful DC
20 Intelligence (Investigation) check. Any physical
interaction with an image reveals it to be an illusion,
because objects pass through it.
• Whenever a creature with an Intelligence of 3 or
higher comes within 30 feet of a water source within 1
mile of the dragon's lair, the dragon becomes aware of
the creature's presence and location.
If the dragon dies, the tracks fade in 1d10 days, but the
other effects fade immediately.
the creature is immu ne to the dragon's Frightful Presence for
the next 24 hours .
ANCIENT BRONZE DRAGON
Gargantuan dragon, lawful good
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons .
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192)
Speed 40ft., fly 80ft., swim 40ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
WIS
18 (+4)
17 (+3)
CHA
21 (+5)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities lightning
Senses blindsight 60ft., darkvision 120ft., passive Perception 27
Languages Common , Draconic
Challenge 22 (30,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3JDay). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one target.
Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target.
Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target.
Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet ofthe dragon and aware of it must succeed
on a DC 20 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
Lightning Breath. The dragon exhales lightnin g in a 120·foot
lin e that is 10 feet wide. Each creature in that line must make
a DC 23 Dexterity saving throw, taking 88 (16d10) lightning
damage on a failed save , or half as much damage on a
successfu l one.
Repulsion Breath. The dragon exhales repul sion energy in a
30·foot cone. Each creature in that area must succeed on a
DC 23 Strength saving throw. On a failed save, the creature is
pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a chall enge rating no higher than
its own, or back into its true form. It reve rts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice).
In a new form , the dragon retains its alignment, hit points ,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wi sdom , and Charisma scores, as
well as thi s action. Its statistics and capabi lities are otherwise
replaced by those of the new form , except any class features or
legendary act ions of that form .
lEGENDARY ACTIONS
Th e dragon can take 3 legendary actions, choos ing from the
options below. Only one lege nd ary act ion option ca n be used
at a time and only at the end of another creature's turn . The
dragon regains spent legend ary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Eac h creature within 15 feet of the dragon must succeed
on a DC 24 Dexterity saving throw or take 16 (2d6 + 9)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying s peed.
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
ADULT BRONZE DRAGON
Huge dragon, lawful good
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 40ft., fly 80ft., swim 40ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Insight +7, Perception +12, Stealth +5
Damage Immunities lightning
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3JDay). If the dragon fails a saving
throw, it can choose to succeed instead .
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target .
Hit: 18 (2d1 0 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack:+12 to hit, reach 15 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies . Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies , Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form , except any class features or
legendary actions of that form.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet ofthe dragon must succeed
on a DC 20 Dexterity saving throw or take 14 (2d6 + 7)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
YOUNG BRONZE DRAGON
ACTIONS
Large dragon, lawful good
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws .
Armor Class 18 (natural armor)
Hit Points 142 (15d1 0 + 60)
Speed 40ft., fly 80ft., swim 40ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 16 (2d1 0 + 5) piercing damage.
WIS
13 (+1)
CHA
17 (+3)
Saving Throws Dex +3, Con +7, Wis +4, Cha +6
Skills Insight +4, Perception +7, Stealth +3
Damage Immunities lightning
Senses blindsight 30ft., darkvision 120ft., passive Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.
108
Lightning Breath. The dragon exhales lightning in a 90-foot
line that is 5 feet wide. Each creature in that line must make
a DC 19 Dexterity saving throw, taking 66 (12d10) lightning
damage on a failed save, or half as much damage on a
successful one.
Repulsion Breath. The dragon exhales repulsion energy in a
30-foot cone. Each creature in that area must succeed on a
DC 19 Strength saving throw. On a failed save, the creature is
pushed 60 feet away from the dragon.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons .
Lightning Breath. The dragon exhales lightning in a 60-foot
line that is 5 feet wide . Each creature in that line must make
a DC 15 Dexterity saving throw, taking 55 (10d10) lightning
damage on a failed save, or half as much damage on a
successful one.
Repulsion Breath. The dragon exhales repulsion energy in a
30-foot cone. Each creature in that area must succeed on a
DC 15 Strength saving throw. On a failed save, the creature is
pu s hed 40 feet away from the dragon.
BRONZE DRAGON
Bronze dragons are coastal dwellers that feed primarily
on aquatic plants a nd fish. They take the forms of
friendly animals to observe other creatures of interest.
They are a lso fascinated by warfare and eagerly join
armies fighting for a just cause.
A ribbed a nd flu ted crest defines the shape of a bronze
dragon's head. Curving horns extend out from the crest,
echoed by spines on its lower jaw and chin. To help them
swim, bronze dragons have webbed feet and smooth
scales. A bronze wyrmling's scales are yellow tinged
with green; only as the dragon approaches adulthood
does its color deepen to a darker, rich bronze tone. The
pupils of a bronze dragon's eyes fade as the dragon ages,
until they resemble glowing green orbs.
Dragons ofthe Coast. Bronze dragons love to
watch ships traveling up and down the coastlines near
their lairs, sometimes taking the forms of dolphins or
seagulls to inspect those s hips a nd their crews more
closely. A daring bronze dragon might slip aboard a
ship in the guise of a bird or rat, inspecting the hold
for treasure. If the dragon finds a worthy addition to its
hoard, it barters with the ship's captain for the item.
War Machines. Bronze dragons actively oppose
tyranny, and many bronze dragons yearn to test their
mettle by putting their s ize and strength to good use.
When a conflict unfolds near its lair, a bronze dragon
ascertains the underlying cause, then offers its services
to any side that fights for good. Once a bronze dragon
commits to a cause, it remains a staunch ally.
Well-Organized Wealth. Bronze dragons loot sunken
ships and a lso collect colorful coral and pearls from
the reefs and seabeds near their lairs. When a bronze
dragon pledges to help an army wage war against
tyranny, it asks for nomina l payment. If such a request
is beyond its allies' means, it might settle for a collection
of old books on military history or a ceremonial item
commemorating the alliance. A bronze dragon might
also lay claim to a treasure held by the enemy that it
feels would be safer under its protection.
A
BRONZE DRAGON 'S LAI R
A bronze dragon lairs in coastal caves. It might salvage
a wrecked ship, reconstruct it within the confines of its
lair, and use it as a treasure vault or nest for its eggs.
LAI R ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a la ir action to cause one of the following effects:
• The dragon creates fog as though it had cast the fog
cloud spell. The fog lasts until initiative count 20 on
the next round.
A thunderclap originates at a point the dragon can see
within 120 feet of it. Each creature within a 20-foot
radius centered on that point must make a DC 15
Constitution saving throw or ta ke 5 (1d10) thunder
damage and be deafened until the end of its next turn.
REGIONAL EFFECTS
The region containing a legendary bronze dragon's lair
is warped by the dragon's magic.
Medium dragon, lawful good
Armor Class 17 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., fly 60 ft., swim 30ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +2, Con +4, Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Immunities lightning
Senses blindsight 10ft., darkvis ion 60 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Amphibious. The dragon can breathe ai r and water.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons (Recharge 5-6). The drago n uses one of the
following breath wea pons.
Lightning Breath. The dragon exhales lightning in a 40-foot line
that is 5 feet wide. Each creature in that line must make a DC
12 Dexterity saving throw, taking 16 (3d10) lightning damage
on a failed save, or ha lf as much damage o n a successful one.
Repulsion Breath. The dragon exhales repuls ion energy in a
30-foot cone. Each creatu re in that area mus t succeed on a
DC 12 Strength saving throw. On a failed save, the creature is
pushed 30 feet away from the d ragon.
Once per day, the dragon can alter the weather in a
6-mile radius centered on its lair. The dragon doesn't
need to be outdoors; otherwise the effect is identical to
the control weather spell.
Underwater plants within 6 miles of the dragon's lair
take on dazzlingly brilliant hues.
• Within its lair, the dragon can set illusory sounds,
such as soft music and strange echoes, so that they
can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal,
as described in the spell, and the other effects fade
in 1dl0 days.
109
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target.
Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 19 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence fo r
the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Acid Breath. The dragon exhales acid in an 90-foot line that is
10 feet wide. Each creature in that line must make a DC 22
Dexterity saving throw, taking 63 (14d8) acid damage on a
failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each
creature in that area must succeed on a DC 22 Constitution
saving throw. On a failed save, the creature can't use
reactions, its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature can use either
an action or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself with a successful save.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form , except any class features or
legendary actions of that form .
ANCIENT COPPER DRAGON
Gargantuan dragon, chaotic good
Armor Class 21 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 40ft., climb 40 ft., fly 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11 , Perception +17, Stealth +8
Damage Immunities acid
Senses blindsight 60ft., darkvision 120ft., passive Perception 27
Languages Common, Draconic
Challenge 21 (27,500 XP)
Legendary Resistance (3jDay). If the dragon fails a saving
throw, it can choose to succeed instead.
110
LEGENDARY ACTIONS
1
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon rega ins spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
on a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
minute. A creature can repeat the saving throw at the end· of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
ADULT COPPER DRAGON
Huge dragon, chaotic good
Armor Class 18 (natura l armor)
Hit Points 184 (16d12 + 80)
Speed 40ft., climb 40ft., fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Perception +12, Stealth +6
Damage Immunities acid
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Co mmon, Draco nic
Challe nge 14 (11 ,500 XP)
Legendary Resistance (3jDay). If the dragon fails a saving
throw, it can choose to succeed instead.
Acid Breath. The dragon exhales acid in an 60-foot line that
is 5 feet wide. Each creature in that line must make a DC 18
Dexterity saving throw, taking 54 (12d8) acid damage on a
failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 60-foot cone. Each
creature in that area must succeed on a DC 18 Constitution
saving throw. On a failed save, the creature can't use
reactions, its speed is halved, and it can't make more than
one attack on its turn . In addition, the creature can use either ~ilfri.;~"'i~''':.<
an action or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself with a successful save.
AcTI O NS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet ofthe dragon and aware of it must succeed
on a DC 16 Wisdom saving throw or become frightened for 1
Large dragon, chaotic good
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Armor Class 17 (natural armor)
Hit Points 11 9 (14d10 + 42)
Speed 40 ft., climb 40 ft., fl y 80ft.
DEX
12 (+1 )
CON
17 (+3)
INT
16 (+3)
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
YOUNG COPPER DRAGON
STR
19 (+4)
LEGE N DA RY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
WIS
13 (+1)
CHA
15 (+2)
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities acid
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 7 (2,900 XP)
ACT IONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Acid Breath. The dragon exhales acid in an 40-foot line that
is 5 feet wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 40 (9d8) acid damage on a
failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 30-foot cone. Each
creature in that area must succeed on a DC 14 Constitution
saving throw. On a failed save, the creature can't use
reactions, its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature can use either
an action or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself with a successful save.
III
t
COPPER DRAGON
Copper dragons are incorrigible pranksters, joke tellers,
and riddlers that live in hills and rocky uplands. Despite
, their gregarious and even-tempered natures, they
possess a covetous, miserly streak, and can become
dangerous when their hoards are threatened.
A copper dragon has brow plates jutting over its eyes,
extending back to long horns that grow as a series
of overlapping segments. Its backswept cheek ridges
and jaw frills give it a pensive look. At birth, a copper
dragon's scales are a ruddy brown with a metallic tint.
As the dragon ages, its scales become more coppery in
color, later taking on a green tint as it ages. A copper
dragon's pupils fade with age, and .the eyes of the oldest
copper dragons resemble glowing turquoise orbs.
Good Hosts. A copper dragon appreciates wit, a
good joke, humorous .story, or riddle. A copper dragon
becomes annoyed with any creature that doesn't laugh
at its jokes or accept its tricks with good humor.
Copper dragons are particularly fond of bards. A
dragon might carve out part of its lair as a temporary
abode for a bard willing to regale it with stories, riddles,
and music. To a copper dragon, such companionship is a
treasure to be coveted.
COPPER DRAGON WYRMLING
Medium dragon, chaotic good
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30ft., climb 30ft., fly 60ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Dex +3 , Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +3
Damage Immunities acid
Senses blindsight 10ft., darkvision 60ft., passive Perception 14
Languages Draconic
Challenge 1 (200 XP)
'
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Cautious a;,d Crafty. When building its hoard, a
copper dragon prefers treasures from the earth. Metals
and precious stones are favorites of these creatures.
A copper dragon is wary when it comes to showing off
its possessions. If it knows that other creatures seek a
specific item in its hoard, a copper dragon will not admit
to possessing the item. Instead, it might send curious
treasure hunters on a wild goose chase to search for the
object while it watches from afar for its own pleasure.
A
CoPPER DRAGON's LAIR
Copper dragons dwell in dry uplands and on hilltops,
where they make their lairs in narrow caves. False
walls in the lair hide secret antechambers where the
dragon stores valuable ores, art objects, and other
oddities it has collected over its lifetime. Worthless
items are put on display in open caves to tantalize
treasure seekers and distract them from where the real
treasure is hidden.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
The dragon chooses a point on the ground that it can
see within 120 feet of it. Stone spikes sprout from the
ground in a 20-foot radius centered on that point. The
effect is otherwise identical to the spike growth spell
and lasts until the dragon uses this lair action again or
until the dragon dies.
The dragon chooses a 10-foot-square area on the
ground that it can see within 120 feet of it. The ground
in that area turns into 3-foot-deep mud. Each creature
on the ground in that area when the mud appears
must succeed on a DC 15 Dexterity saving throw or
sink into the mud and become restrained. A creature
can take an action to attempt a DC 15 Strength check,
freeing itself or another creature within its reach and
ending the restrained condition on a success. Moving
1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and
the Strength DC to work free increases to 20.
· REGIONAL EFFECTS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Acid Breath. The dragon exha les acid in an 20-foot line that
is 5 feet wide. Each creature in that line must make a DC 11
Dexterity saving throw, taking 18 (4d8) acid damage on a
failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exha les gas in a 15-foot cone. Each
creature in that area must succeed on a DC 11 Constitution
saving throw. On a failed save, the creature can't use
reactions, its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature can use either
an action or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the savin g
throw at the end of each of its turns, ending the effect on
itself with a successful save .
II2
The region containing a legendary copper dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects:
• Magic carvings of the dragon's smiling visage can be
seen worked into stone terrain and objects within 6
miles of the dragon's lair.
• Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to
speak and understand Draconic while within 1 mile
of the dragon's lair. These creatures speak well of the
dragon, but can't divulge its whereabouts.
Intelligent creatures within 1 mile of the dragon's lair
are prone to fits of giggling. Even serious matters suddenly seem amusing.
If the dragon dies, the magic carvings fade over the
course of 1d10 days. The other effects end immediately.
ANCIENT GOLD DRAGON
Gargantuan dragon, lawful good
Armor Class 22 (n atural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., fly 80 ft. , swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
Saving Throws Dex +9, Con +16, Wis +10, Cha +16
Skills In sight +10, Perception +17, Persuasion +1 6, Stealth +9
Damage Immunities fire
Senses blindsight 60ft., darkvision 120ft., passive Perception 27
Languages Common, Draconic
Challenge 24 (36,500 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3jDay). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack:+17 to hit, reach 20ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon 's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 24 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge 5-6}. The dragon uses one of the
following breath weapons .
Fire Breath. The dragon exhales fire in a 90-foot cone. Each
creature in that area must make a DC 24 Dexterity saving
throw, taking 71 (l3d10) fire damage on a failed save, or half
as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone.
Each creature in that area mu st succeed on a DC 24 Strength
saving throw or have disadvantage on Strength-based attack
rolls, Strength checks, and Strength saving throws 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.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice) .
In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action . Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features or
legendary actions of that form .
lEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn . The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings .
Each creature within 15 feet of the dragon must succeed
on a DC 25 Dexterity saving throw or take 17 (2d6 + 10)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed .
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GOLD DRAGON
The most powerful and majestic of the metallic dragons,
gold dragons are dedicated foes of evil.
A gold dragon has a sagacious face anointed with
' flexible spines that resemble whiskers. Its horns sweep
back from its nose and brow, echoing twin frills that
adorn its long neck. A gold dragon's sail-like wings start
at its shoulders and trace down to the tip of its tail, letting
it fly with a distinctive rippling motion as if swimming
through the air. A gold dragon wyrmling has scales
of dark yellow with metallic flecks. Those flecks grow
larger as the dragon matures. As a gold dragon ages, its
pupils fade until its eyes resemble pools of molten gold.
DevourerofWealth. Gold dragons can eat just about
anything, but their preferred diet consists of pearls and
gems. Thankfully, a gold dragon doesn't need to gorge
itself on such wealth to feel satisfied. Gifts of treasure
that it can consume are well received by a gold dragon,
as long as they aren't bribes.
Reserved Shapeshifters. Gold dragons are respected
by the other metallic dragons for their wisdom and
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fairn€ss, b;ut t,hey are the most aloof and grim of the
good-aligned dragons. They value their privacy to the
extent~that tl\ey rarely fraternize with other dragons
except their own mates and offspring.
Older gold dragons can assume animal and humanoid
forms. Rarely does a gold dragon in disguise reveal its
true form. In the guise of a peddler, it might regularly
visit a town to catch up on local gossip, patronize honest
businesses, and lend a helping hand in unseen ways. In
the guise of an animal, the dragon might befriend a lost
child, a wandering minstrel, or an innkeeper, serving as
a companion for days or weeks on end.
Master Hoarders. A gold dragon keeps its hoard ina well-guarded vault deep within its lair. Magical wards
placed on the vault make it all but impossible to remove
any treasures without the dragon knowing about it.
A
G OLD DRAGON'S LAIR
Gold dragons make their homes in out-of-the-way
places, where they can do as they please without
arousing suspicion or fear. Most dwell near idyllic lakes
-
I -
Huge dragon, lawful good
CON
25 (+7)
INT
16 (+3)
$>~
Breath Weapons (Recharge 5-6). The d raga n uses one of the
following breath weapons .
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40ft., fly 80ft., swim 40ft.
DEX
14 (+2)
.
the creature is immune to the dragon's Frightful Presence for
the next 24 hours .
ADULT GOLD DRAGON
STR
27 (+8)
PI"'J:tl
WIS
15 (+2)
CHA
24 (+7)
Saving Throws Dex +8, Con +13, Wis +8, Cha +13
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Immunities fire
Senses blindsight 60ft., darkvis ion 120ft., passive Perception 24
Languages Common , Draconic
Challenge 17 (18,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3jDay) . If the dragon fails a saving
throw, it can choose to succeed instead.
ACT IONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target.
Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 21 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success . If a
creature's saving throw is successful or the effect ends for it,
Fire Breath. The dragon exhales fi re in a 60-foot cone. Each
creature in that area mu st make a DC 21 Dexterity saving
throw, taking 66 (12d10) fire dama ge on a failed save, or half
as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot cone.
Each creature in that area must succeed on a DC 21 Strength
savi ng throw or have disadvantage on Strength-based attack
roll s, Strength checks, and Strength saving throws 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.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice) .
In a new form, the dragon retains its alignment, hit points,
Hit Dice , ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its stati stics and capabilities are otherwise
replaced by those of the new form, except any class features or
legendary actions of that form.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn . The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 10 feet of the dragon must succeed
on a DC 22 Dexteri ty saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
I
and rivers, mist-shrouded islands, ·eave complexes
hidden behind sparkling waterfalls, or ancient ruins.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can't use the same effect two rounds in a row:
• The dragon glimpses the future, so it has advantage
on attack rolls, ability checks, and saving throws until
initiative count 20 on the next round.
One creature the dragon can see within 120 feet of it
must succeed on a DC 15 Charisma saving throw or
be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape,
the creature must use its action to make a Charisma
check contested by the dragon's. If the creature wins,
_il' escapes the dream plane. Otherwise, the effect
ends on initiative count 20 on the next round. When
the effect ends, the creature reappears in the space
it left or in the nearest unoccupied space if that one
is occupied.
R EGIONAL EFFECT S
The region containing a legendary gold dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects:
• Whenever a creature that can understand a language
sleeps or enters a state of trance or reverie within 6
miles of the dragon's lair, the dragon can establish
telepathic contact with that creature and converse
with it in its dreams. The creature remembers its ·~on
versation with the dragon upon waking.'
• Banks of beautiful, opalescent mist manifest within
6 miles of the dragon's lair. The mist doesn't ,obscu~e
anything. It assumes haunting forms when ev.il cveatures are near the dragon or other non-evil cn~attires
in the mist, warning such creatures of the danger.
• Gems and pearls within 1 mile of the dragon's ·
lair sparkle and gleam, shedding dim light in a
5-foot radius.
If the dragon dies, these effects end immediately.
YOUNG GOLD DRAGON
Large dragon, lawful good
Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40ft., fly 80ft., swim 40ft.
GOLD DRAGON WYRMLING
Medium dragon, lawful good
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws Dex +6, Con +9, Wis +5, Cha +9
Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Damage Immunities fire
Senses blindsight 30ft., darkvision 120ft., passive Perception 19
Languages Common, Draconic
Challenge 10 (5,900 XP)
Amphibious. The dragon can breathe air and water.
ACTIONS
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage.
Armor Class 17 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30ft., fly 60ft., swim 30ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws Dex +4, Con +6, Wis +2, Cha +5
Skills Perception +4, Stealth +4
Damage Immunities fire
Senses blindsight 10ft., darkvision 60ft., passive Perception 14
Languages Draconic
Challenge 3 (700 XP)
Amphibious. The dragon can breathe air and water.
ACTIONS
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each
creature in that area must make a DC 17 Dexterity saving
throw, taking 55 (10d10) fire damage on a failed save, or half
as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 30-foot cone.
Each creature in that area must succeed on a DC 17 Strength
saving throw or have disadvantage on Strength-based attack
rolls, Strength checks, and Strength saving throws 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.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each
creature in that area must make a DC 13 Dexterity saving
throw, taking 22 (4d10) fire damage on a failed save, or half
as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone.
Each creature in that area must succeed on a DC 13 Strength
saving throw or have disadvantage on Strength-based attack
rolls, Strength checks, and Strength saving throws 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.
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack:+17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 21 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns , ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one 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 DC 24 Constitution
saving throw, taking 67 (15d8) cold damage on a failed save,
or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 90foot cone. Each creature in that area must succeed on a DC
24 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.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice) .
In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair actions, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form , except any class features or
legendary actions of that form .
ANCIENT SILVER DRAGON
Gargantuan dragon, lawful good
Armor Class 22 (natural armor)
Hit Points 487 (25d20 + 225)
Speed 40ft., fly 80ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities cold
Senses blindsight 60ft., darkvision 120ft., passive Perception 26
Languages Common, Draconic
Challenge 23 (32,500 XP)
Legendary Resistance (3JDay). If the dragon fails a saving
throw, it can choose to succeed instead.
ll6
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
on a DC 25 Dexterity saving throw or take 17 (2d6 + 10)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed .
SILVER DRAGON
The friendliest and most social of the metallic dragons,
silver dragons cheerfully assist good creatures in need.
A silver dragon shimmers as if sculpted from pure
metal, its face given a noble cast by its high eyes and
sweeping beard-like chin spikes. A spiny frill rises high
over its head, tracing down its neck to the tip of its tail.
A silver wyrmling's scales are blue-gray with silver
highlights. As the dragon approaches adulthood, its
color gradually brightens until its individual scales are
barely visible. As a silver dragon grows older, its pupils
fade until its eyes resemble orbs of mercury.
Dragons of Virtue. Silver dragons believe that living
a moral life involves doing good deeds and ensuring
that one's actions cause no undeserved harm to other
sentient beings. They don't take it upon themselves to
root out evil, as gold and bronze dragons do, but they
will gladly oppose creatures that dare to commit evil
acts or harm the innocent.
Friends ofthe Small Races. Silver dragons enjoy
the company of other silver dragons. Their only true
the creature is immune to the clragon's Frightful Presence for
the next 24 hours.
ADULT SILVER DRAGON
Huge dragon, lawful good
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40ft., fly 80ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
friendships outside their own kin arise in the company
of humanoids, and many silver dragons spend as much
time in humanoid form as they do in draconic form. A
silver dragon adopts a benign humanoid persona such
as a kindly old sage or a young wanderer, and it often
has mortal companions with whom it develops strong
frieqdships.
,
Silver dragons must step away from their humanoid
lives on a regular basis, returning to their'true forms
to mate and rear offspring, or to tend to their hoards
and personal affairs. Because many lose track of· time
while away, they sometimes return to find that their
companions have grown old or died. Silver dragons
often end up befriending several generations of · ·
humanoids within a single family as a result.
Respect for Humanity. Silver dragons befriend
humanoids of all races, but shorter-lived races such as
humans spark their curiosity in a way the longer-lived
elves and dwarves don't. Humans have a drive and zest
for life that silver dragons find fascinating.
Hoarding History. Silver dragons love to possess
relics of humanoid history. This includes the great
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws Dex +S, Con +12, Wis +6, Cha +10
Skills Arcana +8 , History +8, Perception +11, Stealth +5
Damage Immunities cold
Senses blindsight 60ft., darkvision 120ft., passive Perception 21
Languages Common , Draconic
Challenge 16 (15,000 XP)
Legendary Resistance (3fDay). If the dragon fails a saving
throw, it can choose to succeed instead.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one target.
Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage .
Frightful Presence. Each creature of the dragon's choice that
is within 120 feet of the dragon and aware of it must succeed
on a DC 18 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
Cold Breath. The dragon exhales an icy blast in a 60-foot cone.
Each creature in that area must make a DC 20 Constitut ion
saving throw, taking 58 (13d8) cold damage on a failed save,
or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 60foot cone. Each creature in that area must succeed on a DC
20 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.
Change Shape. The dragon magically polymorphs into a
humanoid or beast that has a challenge rating no higher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice) .
In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Legendary Resistance,
lair act ion s, and Intelligence, Wisdom, and Charisma scores, as
well as this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class features or
legendary actions of that form.
LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature with in 10 feet of the dragon must succeed
on a DC 21 Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.
ll7
i
piles of coins they covet, minted by current and fallen
humanoid empires, as well as art objects and fine
jewelry crafted by numerous races. Other treasures
that make up their hoards can include intact ships, the
remains of kings and queens, thrones, the crown jewels
of ancient empires, inventions and contraptions, and
monoliths carried from the ruins of fallen cities.
A
A b'ti~t~6p:igJ.i'e~ltl wind. blows
· · lai:f near
the dragon•
, Jiilach creature within 120
ofthe
.
dragon must succeed on a DC 15 Constitution saving
throw or take 5 (1dl0) cold damage. Gases and vapors
are dispersed by the wind, and unprotected flames are
extinguished. Protected flames, such as lanterns, have
a 50 percent chance of being extinguished.
.
REGIONAL EFFECTS
SILVER DRAGON's LAIR
Silver dragons dwell among the clouds, making
their lairs on secluded cold mountain peaks. Though
many are comfortable in natural cavern complexes or
ab'andoned mines, silver dragons covet the lost outposts
of humanoid civilization. An abandoned mountaintop
citadel or a remote tower raised by a long-dead wizard is
the sort of lair that every silver dragon dreams of.
LAIR ACTIONS
On initiative count 20 (iosing initiative ties), the dragon
takes a lair action to cause one of the following effects:
The dragon creates fog as if it had cast the fog
cloud spell. The fog lasts until initiative count 20 on
the next round.
The region containing a legendary silver dragon's lair
is warped by the dragon's magic, which creates one or
more of the following effects.
• Once per day, the dragon can alter the weather in a
6-mile radius centered on its lair. The dragon doesn't
need to be outdoors; otherwise the effect is identical to
the control weather spell.
• Within 1 mile of the lair, winds buoy non-evil creatures
that fall due to no act of the dragon's or its allies. Such
creatures descend at a rate of 60 feet per round and
take no falling damage.
• Given days or longer to work, the dragon can make
clouds and fog within its lair as solid as stone, forming
structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal,
as described in the spell, and the other effects fade
in 1d10 days.
YOUNG SILVER DR.A:GON
t.a r.ge dragon, lawful good
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40ft., fly 80ft.
,,. -·SILVER DRAGON WYRMLING
Medium dragon, lawful good
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
Saving Throws Dex +4 , Con +9, Wi s +4 , Cha +8
Skills Arcana +6 , Hi story +6, Perception +8 , Stealth +4
Damage Immunities cold
Senses blinds ight 30ft., darkvi s ion 120ft., passive Perception 18
Languages Common, Draconic
Challenge 9 (5 ,000 XP)
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Saving Throws Dex +2 , Con +5, Wis +2 , Cha +4
Skills Pe rception +4, Stealth +2
Damage Immunities cold
Senses blind s ight 10ft., darkvision 60ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target.
Hit: 17 (2d10 + 6) piercing damage.
ACTIONS
Claw. Melee Weapon Attack: +10 to hit , reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the
Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
following breath weapons .
Cold Breath. The dragon exhales an icy blast in a 30-foot cone.
Each creature in that area must make a DC 17 Constitution
saving throw, taking 54 (12d8) cold damage on a failed save,
or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 30foot cone. Each creature in that area must 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.
n8
Armor Class 17 (n atural armor)
Hit Points 45 (6d8 + 18)
, Speed 30ft., fly 60ft.
J Cold
Breath. The dragon exhales an icy blast in a 15-foot cone.
Each creature in that area must make a DC 13 Constitution
saving throw, taking 18 (4d8) cold damage on a failed save,
or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 15·
foot cone. Each creature in that area must succeed on a DC
13 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.
DRAGON TuRTLE
Gargantuan dragon, neutral
Armor Class 20 tnatural armor)
Hit Points 341 (22d20 + 110)
Speed 20ft., swim 40ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws Dex +5, Con +10, Wis +6
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Draconic
Challenge 17 (18,000 XP)
Amphibious. The dragon turtle can breathe air and water.
ACTIONS
Multiattack. The dragon turtle makes three attacks: one with
its bite and two with its claws. It can make one tail attack in
place of its two claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 15ft., one target.
Hit: 26 (3d12 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10ft., one target.
Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack:+12 to hit, reach 15 ft., one target.
Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a
creature, it must succeed on a DC 20 Strength saving throw
or be pushed up to 10 feet away from the dragon turtle and
knocked prone.
Steam Breath (Recharge 5-6). The dragon turtle exhales
scalding steam in a 60-foot cone. Each creature in that area
must make a DC 18 Constitution saving throw, taking 52 (1Sd6)
fire damage on a failed save, or half as much damage on a
successful one. Being underwater doesn't grant resistance
against this damage.
DRAGON TURTLE
Dragon turtles are among the most fearsome creatures
of the oceans. As large and voracious as the oldest of its
land-based dragon kin, a dragon turtle strikes with its
deadly jaws, steaming breath, and crushing tail.
A dragon turtle's rough shell is the same dark green
color as the deep water where this monster dwells.
Silver highlights lining the shell resemble light
dancing on open water, and a surfacing dragon turtle
is sometimes mistaken for the reflection of the sun or
moon on the waves.
Dragons ofthe Deep. Like true dragons, dragon
turtles collect treasure, first by sinking ships and then
by sifting through the wreckage for coins and other
precious items. A dragon turtle swallows treasure for
transport, then regurgitates it when it reaches its lair.
Dragon turtles dwell in caves hidden in coral reefs
or beneath the seafloor, or along rugged stretches
of coastline. If a choice cave is already inhabited, a
dragon turtle attacks its current residents in an attempt
to take over.
Mercenary Monsters. A dragon turtle is smart
enough to be bribed, and pirates sailing seas patrolled
by these creatures quickly learn to offer them treasure
in exchange for safe passage. Clever sahuagin
sometimes ally with dragon turtles, enticing them
with treasure to use their blistering breath weapons in
sahuagin raids against ships and coastal settlements.
Elemental Might. Dragon turtles sometimes find their
way through s unken planar rifts to the Elemental Plane
of Water. Those monstrous specimens can often be
found in the service of marids, which strap magnificent' ..
coral thrones to the backs of dragon turtles and ride ' ·
them as mounts.
1I9
DRIDER
Large monstrosi~y, chaotic evil
Armor Class 19 (natu ral armor)
Hit Points 123 (13d10 +52)
Speed 30ft., climb 30ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
Skills Perception +5, Stealth +9
Senses darkvision 120ft., 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 innately cast the
following spells , requiring no material components:
At will : dancing lights
1Jday each: darkness,faerie fire
Spider Climb. The drider can climb difficult surfaces, including
upside down on ceilings, without need ing to make an
ability check.
Sunlight Sensitivity. While in sunlight, the drider has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
DRIDER
When a drow shows great promise, Lolth summons it
to the Demonweb Pits for a test of faith and strength.
Those that pass the test rise higher in the Spider
Queen's favor. Those that fail are transformed into
driders- a horrid hybrid of a drow and a giant spider
that serves as a living reminder of Lolth's power. Only
drow can be turned into driders, and the power to create
these creatures resides with Lolth alone.
Scarred for Life. Drow transformed into driders
return to the Material Plane as twisted and debased
creatures. Driven by madness, they disappear into
the Underdark to become hermits and hunters, either
wandering alone or leading packs of giant spiders.
On rare occasion, a drider returns to the fringes of
drow society despite its curse, most often to fulfill some
longstanding vow or vendetta from its former life. Drow
fear and shun the driders, holding them in lower esteem
than slaves. However, they tolerate the presence of_
these creatures as living representatives of Lolth's will,
and a reminder of the fate that awaits all who fail the
Spider Queen.
Web Walker. The drider ignores movement restrictions caused
by webbing.
VARIANT: DRIDER SPELLCASTINC
Driders that were once drow spellcasters might retain their
ability to cast spells. Such driders typically have a higher
spellcasting ability (l 5 or 16) than other driders. Further, the
drider gains the Spell casting trait. A drider that was a drow
divine spellcaster, therefore, could have a Wisdom of 16 (+3)
and a Spellcasting trait as follows .
Spellcasting. The drider is a 7th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to
hit with spell attacks) . The drider has the following spells
prepared from the cleric spell list:
Multiattack. The drider makes three attacks, either with its
longsword or its longbow. It can replace one of those attacks
with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1dl0 + 3)
slashing damage if used with two hands .
Longbow. Ranged Weapon Attack: +6 to hit, range 120/600
ft., one target. Hit: 7 (l d8 + 3) piercing damage plus 4 (1 d8)
poison damage.
120
1
Cantrips (at will): poison spray, thaumaturgy
1st level (4 slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
4th level (2 slots) : divination ,freedom of movement
DRYAD
Travelers entering a forest might catch a glimpse of a
feminine form flitting through the trees. Warm laughter
hangs on the air, drawing those who hear it deeper into
the emerald shadows.
Treebound. Powerful fey will sometimes bind lesser
fey spirits to trees, transforming them into dryads. This
is sometimes done as a punishment when the fey spirit
falls in love with a mortal and that love is forbidden.
A dryad can emerge from the tree and travel the lands
around it, but the tree remains her home and roots her
to the world. As long as the tree remains healthy and
unharmed, the dryad stays forever youthful and alluring.
If the tree is harmed, she suffers. If the tree is ever
destroyed, the dryad descends into madness.
Reclusive Fey. Dryads act as guardians of their
woodland demesnes. Shy and reclusive, they watch
interlopers from the trees. A dryad struck by the beauty
of a stranger might investigate more closely, perhaps
even try to lure the individual away to be charmed.
Dryads work with other sylvan creatures to defend
their forests. Unicorns, treants, and satyrs live alongside
t~em, i~ addition to druids that share the dryads'
devotion to the woods they call home.
Woodland Magic. Dryads can speak with plants and
animals. They can teleport from one tree to another,
luring interlopers away from their groves. If pressed, a
dryad can beguile liumanoids with her enchantments,
turning enemies into friends. They also know a handful
of useful spells.
Tree Stride. Once on her turn, the dryad can use 10 feet of her
movement to step magically into one living tree within her
reach and emerge from a second living tree within 60 feet of
the first tree, appearing in an unoccupied space within 5 feet of '
the second tree. Both trees must be large or bigger.
DRYAD
Medium fey, neutrQ/
Armor Class 11 (16 with barkskin)
Hit Points 22 (5d8)
Speed 30ft.
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
ACTIONS
INT
WIS
14 (+2)
15 (+2)
CHA
18 (+4)
Skills Pe rception +4, Stealth +5
Senses darkvision 60ft., passive Perception 14
languages Elvish, Sylvan
Challenge 1 (200 XP)
Innate Spellcasting. The dryad's innate spellcasting ability is
Charisma (spell save DC 14). The dryad can innately cast the
following spells, requiring no material components:
At will: druidcraft
3fday each: entangle, goodberry
1fday each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws
against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate
with beasts and plants as if they shared a language.
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8
(1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she
can see within 30 feet of her. If the target can see the dryad, it
must succeed on a DC 14 Wisdom saving throw or be magically
charmed . The charmed creature regards the dryad as a trusted
friend to be heeded and protected . Although the target isn't
under the dryad's control, it takes the dryad's requests or
actions in the most favorable way it can .
Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or until the
dryad dies, is on a different plane of existence from the target,
or ends the effect as a bonus action . If a target 's saving throw
is successful, the target is immune to the dryad's Fey Charm
for the next 24 hours.
The dryad can have no more than one humanoid and up to
three beasts charmed at a time .
II! I
DUE;&GAR
Medium, huma~oid (dwarf) , lawful evil
Armor Class 16 (scale mail , shield)
Hit Points 26 (4d8 + 8)
' Speed 25 ft .
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (- 1)
Damage Resistances poison
Senses darkvision 120ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)
Duergar Resilience. The duergar has advantage on saving
throws against poison, spells, and illusions, as well as to resist
being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
DUERGAR
The tyrannical duergar, also known as gray dwarves,
dwell in fantastic cities deep in the Underdark. Using
ancient dwarven knowledge and myriad slaves, they
work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have
ashen gray skin. They wear drab clothing designed
to blend in with stone, along with simple jewelry that
reflects their severe and utilitarian demeanor.
Slaves to Slavers. The duergar were once dwarves,
before their greed and endless delving beneath the earth
brought them into contact with the mind ftayers. Held
in captivity for generations by the illithids, the dwarves
eventually won their independence with the aid of the
evil god Laduguer. Slavery had forever changed them,
however, darkening their spirits to make the duergar as
evil as the tyrants they had escaped. Despite winning
their freedom , duergar are dour, pessimistic, untrusting
creatures, always toiling and complaining, with no
memory of what it means to be happy or proud. Their
craftsmanship and accomplishments endure, yet they
are bereft of warmth or artistry.
Duergar make war against their dwarven kin and all
other subterranean races. They forge alliances when
it is convenient, then break those alliances when they
have nothing more to gain. They take and hold slaves to
toil in the Underdark, regarding them as free labor and
crude currency.
Tough as Stone. Like dwarves, duergar have strong
constitutions. Adding to their physical stamina is an
incredible mental fortitude resulting from their time as
slaves of the illithids. A duergar's mind is a fortress, able
to shrug off charms, illusions, and other spells.
Born ofDarkness. The Underdark is saturated with
strange magical power, which the duergar absorbed
over generations of imprisonment. A duergar can
Enlarge (Recharges after a Short or Long Rest). For 1 minute,
the duergar magically increases in size, along with anything it
is wearing or carrying. While enlarged, the duergar is Large,
doubles its damage dice on Strength-based weapon attacks
(included in the attacks), and makes Strength checks and
Strength saving throws with advantage. If the duergar lacks the
room to become Large, it attains the maximum size possible in
the space available .
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2)
piercing damage while enlarged.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). The duergar
magically turns invisible until it attacks, casts a spell, or uses
its Enlarge, or until its concentration is broken, up to 1 hour (as
if concentrating on a spell). Any equipment the duergar wears
or carries is invisible with it .
increase its size and strength for a short time, becoming
a powerful ogre-sized warrior. If it faces a foe it can't
fight, or when spying on creatures approaching its
territory, it can just as easily become invisible to slip
away into the darkness.
Eons spent in the Underdark also sharpened their
darkvision, allowing them to see twice as far as other
dwarves. This keen eyesight comes at a cost, however,
as a duergar's vision is compromised by sunlight.
Infernal Master. Asmodeus, Lord of the Nine Hells,
has been known to impersonate duergar gods in order
to cultivate the evil brimming in the hearts of the gray
dwarves. He offers them divine guidance and vengeance
against their enemies while urging them on toward
greater acts of tyranny, all the while concealing his
true identity.
ELEMENTALS
AIR ELEMENTAL
Elementals are incarnations of the elements that make
up the universe: air, earth, fire, and water. Though
little more than animated energy on their own planes
of existence, they can be called on by spellcasters and
powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is
a bodiless life force. Its dim consciousness manifests
as a physical shape only when focused by the power
of magic. A wild spirit of elemental force has no
desire except to course through the element of its
native plane. Like beasts of the Material Plane, these
elemental spirits have no society or culture, and little
sense of being.
Conjured by Magic. Certain spells and magic items
can conjure an elemental, summoning it from the Inner
Planes to the Material Plane. Elementals instinctively
resent being pulled from their native planes and bound
into service. A creature that summons an elemental
must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an
elemental spirit into a material template that defines
a specific use and function. Invisible stalkers are air
elementals bound to a specific form, in the same way
that water elementals can be shaped into water weirds.
The strength of the magic and materials that bind an
elemental determines how well the elemental functions
in a bound form. Golems are elemental spirits bound to
physical forms, but weaker materials such as flesh and
clay can't bind elemental power sufficiently. Durable
materials such as stone and iron require stronger magic,
which consequently binds an elemental more securely.
Elemental Nature. An elemental doesn't require air,
food, drink, or sleep.
An air elemental is a funneling cloud of whirling air with
a vague semblance of a face. Although it likes to race
across the ground, picking up dust and debris as it goes,
it can also fly and attack from above.
An air elemental can turn itself into a screaming
cyclone, creating a whirlwind that batters creatures
even as it flings them away.
EARTH ELEMENTAL
An earth elemental plods forward like a walking hill,
club-like arms of jagged stone swinging at its sides. Its
head and body consist of dirt and stone, occasionally set
with chunks of metal, gems, and bright minerals.
Earth elementals glide through rock and earth
as though they were liquid. Earthbound creatures
have much to fear from an earth elemental, since the
elemental can pinpoint the precise location of any foe
that stands on solid ground in its vicinity.
FIRE ELEMENTAL
A faint humanoid shape threads through the core of
this wild, moving flame. A fire elemental is a force of
capricious devastation. Wherever it moves, it sets.its
surroundings ablaze, turning the world to ash, smoke,
and cinders. Water can halt its destructive progress,
causing the fire elemental to shrink back, hissing and
smoking in pain and rage.
WATER ELEMENTAL
A water elemental is a cresting wave that rolls across
the ground, becoming nearly invisible at it courses
through a larger body of water. It engulfs creatures that
stand against it, filling their mouths and lungs as easily
as it smothers flame.
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 0 ft., fly 90ft. (hover)
STR
14 (+2)
DEX
20 (+5)
CON
INT
WIS
CHA
14 (+2)
6 (-2)
10 (+0)
6 (-2)
Damage Resistances lightning, thunder; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified , poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Au ran
Challenge 5 (1 ,800 XP)
Large el~menial, neutral
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30ft., burrow 30ft.
STR
20 (+5)
DEX
8 (-1)
CON
INT
WIS
CHA
20 (+5)
5 (- 3)
10 (+0)
5 (- 3)
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Air Form. The elemental can enter a hostile creature's space
and stop th ere. It can move through a space as narrow as 1
inch wide without squeezing.
.Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
ACTIONS
Senses darkvision 60ft., tremorsense 60ft.,
Multiattack. The elemental makes two slam attacks.
Languages Terran
Challenge 5 (1 ,800 XP)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 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 throw. On a failure,
a target takes 15 (3d8 + 2) bludgeoning damage and is flung
up 20 feet away from the elemental in a random direction and
knocked prone. If a thrown target strikes an object, such as a·
wall or floor, the target takes 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
saving throw or take the same damage and be knocked prone.
If the saving throw is successful , the target takes half the
bludgeoning damage and isn't flung away or knocked prone.
poisoned, unconscious
passive Perception 10
Earth Glide. The elemental can burrow through non magical,
unworked earth and stone. While doing so, the elemental
doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects
and structures.
ACTIONS
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Large elemental, neutral
Large elemental, neutral
Armor Class 14 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 30ft., swim 90 ft.
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft .
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion , grappled, paralyzed ,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages lgnan
Challenge 5 (1 ,800 XP)
Fire Form. The elemental can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the
elementa l or hits it with a melee attack whi le with in 5 feet of
it takes 5 (1d10) fire damage. In addition, the elemental can
enter a hostile creature's space and stop there . The first time it
enters a creature's space on a turn, that creature takes 5 (1d10)
fire damage and catches fire; unti l someone takes an act ion to
douse the fire, the creature takes 5 (1d10) fire damage at the
start of each of its turns.
Illumination. The elemental sheds bright light in a 30-foot
radius and dim light in an additional 30 feet .
Water Susceptibility. For every 5 feet the elemental moves in
water, or for every ga ll on of water splashed on it, it takes 1
cold damage.
ACTIONS
Multiattack. The elementa l makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a
flammable object, it ignites . Until a creature takes an action to
douse the fire , the target takes 5 (1d10) fire damage at the start
of each of its turns .
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (- 3)
WIS
10 (+0)
CHA
8 (- 1)
Damage Resistances acid; bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion , grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Aquan
Challenge 5 (1 ,800 XP)
Water Form. The elemental can enter a hostile creature's space
and stop there. It can move through a space as narrow as 1
inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes;
its speed is reduced by 20 feet until the end of its next turn.
ACTIONS
Multiattack. The elemental makes two slam attacks .
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4-6). Each creature in the elemental's space
must make a DC 15 Strength saving throw. On a failure, a
target takes 13 (2d8 + 4) bludgeoning damage . If it is Large or
smaller, it is also grappled (escape DC 14). Until this grapple
ends, the target is restrained and unable to breathe unless it
can breathe water. If the saving throw is successful, the target
is pushed out of the elemental 's space .
The elemental can grapple one Large creature or up to two
Medium or smaller creatures at one tim e. At the start of each
of the elemental's turns, each target grappled by it takes 13
(2d8 + 4) bludgeoning damage. A creature within 5 feet of the
elemental can pull a creature or object out of it by taking an
action to make a DC 14 Strength and succeeding.
!~5
ELVES: !•DROW
Tens of thousands of years ago, the elves were divided,
with those of benevolent disposition battling those
that were selfish and cruel. The war among elvenkind
ended when the good elves banished their malevolent
kin to the subterranean depths. Here, in the lightless
caverns and endless warrens of twisting passages, the
dark elves-the drow-found refuge. They also found
leadership in the only elven deity who had not forsaken
them. At her command, the dark elves built an empire in
the underworld.
Children ofLolth. The drow worship Lolth, a deity
who resides in the Abyss. Known as the Spider Queen
or the Demon Queen of Spiders, she is the figure around
which the dark elves have built their subterranean
civilization. Whatever she demands, the drow do.
The wickedest of elves, drow are seldom seen by the
surface world. Though they plot to destroy the elves
that banished them, they no longer see themselves as
exiles. They are the destined rulers of the darkness, and
when Lolth commands them to rise up and destroy their
surface-dwelling kin, they will.
Creatures ofDarkness. The drow have lived
underground for so long that they have evolved to
their surroundings and can see in the dark. However,
they can no longer stand sunlight. When slaves are
in short supply in the Underdark, the drow send
raiding parties to the surface to capture humanoids
under cover of darkness, bringing them back to their
cities to be tortured into submission. Beyond those
occasional excursions, the drow are content to remain
in their subterranean realm, where they feel secure
and in control.
Underdark Cities. The dark elves build fantastic
cities in enormous caverns where food and water are
abundant. Their ability to sculpt stone rivals that of the
greatest dwarf artisans, yet their structures retain a
decidedly elven aesthetic. Though appearing delicate,
drow settlements are structurally sound and remarkably
res·lient. The drow like to hollow out enormous
stalagmites and stalactites, creating populated spires
that rise from the floors and ceilings.
A drow city is a sprawling metropolis enclosed by high
walls. Non-drow visitors must conduct their business
outside the walls under watchful eyes. The drow raise
and keep giant spiders to help protect their cities against
VARIANT: DROW MAGIC ARMOR AND WEAPONS
Drow often wear magic armor and carry magic weapons that
lose their enhancement bonuses permanently if they are
exposed to sunlight for 1 hour or longer.
A drow wearing a +7 chain shirt and carrying a+ 7
shortsword has AC 19 and a +1 bonus on attack and damage
rolls with shortsword attacks.
A drow elite warrior wearing +2 studded leather and carrying
a +2 shortsword has AC 20 and a +2 bonus on attack and
, damage rolls with shortsword attacks.
A drow priestess oflolth wearing +3 scale mail has AC 19.
intruders, even as they drape those cities in beautiful
webbing, creating a gossamer snare to catch flying
enemies that would otherwise soar over the walls.
Drow Magic.] ust as the drow have adapted to
underground life, so too has their magic. In addition to
using that magic to carve their cities from stone, they
empower their weapons, create dangerous new magic
items, and summon demons from the Abyss. Drow
spellcasters are supremely arrogant and never hesitate
to use their magic in the most abhorrent ways.
Arms and Armor. Drow craft weapons made of
adamantine, a dark and supernaturally hard metal.
Drow artisans adorn their weapons and armor
with web-like filigree and spider motifs, and mages
sometimes imbue items with magic to enhance their
effectiveness. However, such magic fades when exposed
to sunlight, so that magical drow weapons and armor
rarely retain their enhancement bonuses and magical
properties when brought to the surface.
Cutthroat Politics. Drow politics are cutthroat
and rife with intrigue. When drow work together, it
is typically to destroy a common foe and ensure their
own survival, and such alliances are short lived and
fraught with peril.
Drow society is divided into noble houses, each ruled
by a matron who seeks to raise the prestige and power
of her house above all others. Other high-ranking
members of the house are blood relatives, while the
middling ranks are flush with drow from weaker
families that have sworn fealty to the greater house.
Clinging precariously to the bottom rung .of a house's
social ladder are the house slaves, made up of drow of
low birth and the occasional non-drow captive.
Matriarchal Rule. Lolth, through her faithful
priestesses, dictates the rules of drow society, ensuring
that her orders and plots are carried out. Since Lolth
is prone to manifesting on the Material Plane and
directly punishing those that disobey her, the drow
have learned to heed what she says and do as her
priestesses command.
In drow society, males are subservient to females.
A male drow might lead an Underdark patrol or a
raiding party to the surface, but he reports to a female
drow-either the matron of his house or one of her
hand-picked female subordinates. Although male drow
can fill almost any function in drow society, they can't be
priests, nor can they rule a house.
Poison Predilection. Distilled from spider venom
and the flora of the Underdark, poison can be found in
abundance among the drow, and it plays an important
part in their culture and politics. Drow mages concoct
a viscid toxin that leaves enemies unconscious. Drow
warriors coat their blades and crossbow bolts with this
venom, looking forward to the interrogation and torture
that follows combat.
under cover of night, returning to the Underdark with
prisoners and spoils in tow before dawn.
Elite warriors can be male or female.
DROWMAGE
Privileged drow males who lack the strength and
fighting prowess to train as warriors have no recourse
but t_o pursue the study of magic. For them, it is a matter
of survival. Female drow with a natural affinity fot the
arcane arts may also become drow mages, although
they are much less common.
DROW PRIESTESS OF LOLTH
Female drow with blood ties to a noble house are
molded and trained from birth to become priestesses
of Lolth. The Spider Queen doesn't allow male drow to
hold such positions.
Such priestesses execute the will 0f the Spider
Queen, and as a result, they wield tremendous power
and influence in drow society. The matron mothers who
rule the drow houses are the most powerful of Lolth's
priestesses, but they must constantly balance their
devotion to the Spider Queen with their devotion to
their families.
DROW ELITE WARRIOR
Drow elite warriors defend their houses and their
superiors against all enemies, although they specialize
in fighting dwarves, gnomes, and elves (including
other drow). They frequently raid surface settlements
127
Medium humanoid (elf), neutral evil
c.H TERRIF'
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•
The rilo's t hideous·and wicked of all giantkind are the
godles's fomohans, whose deformed bodies reflect their
vile demeanors. Some have facial features randomly
distributed around their misshapen, warty heads.
Others have limbs of grossly different sizes and shapes,
or emit terrible howls each time they draw breath
through misshapen mouths. Their wretched appearance
rarely evokes sympathy, however, for the fomorians
brought their doom upon themselves with the evil that
rules their hearts and minds.
Fey Curse. The elves remember when the fomorians
were among the most handsome of races, possessed
of brilliant minds and unrivaled magical ability. That
physical perfection did not extend to their hearts,
however, as a lust for magic and power consumed them.
The fomorians sought to conquer the Feywild and
enslave its inhabitants, claiming those creatures' magic
for themselves. When the fey united to defend their
realm, the fomorians fought them and were subjected to
a terrible curse.
One by one, the giants fell as their bodies were
warped to reflect the evil in their hearts. Stripped of
their grace and magical power, the wretched horrors
fled from the light, delving deep beneath the world
to nurse their hatred. Cursing their fate, they have
ever after plotted vengeance against the fey that
wronged them.
Giants ofthe Underdark. The fomorians dwell
in eerily beautiful caverns in the Underdark, rarely
venturing to the surface. Their lairs feature abundant
access to water, fish, and mushroom forests, as well as
to the creatures whose slave labor keeps the fomorians
fed. When those slaves can no longer toil, they are
slain and devoured. Wickedness and depravity are the
cornerstones of fomorian society, in which the strongest
and cruelest giants rule. Fomorians mark their
territories with the corpses of their enemies, painting
their cavern walls with blood or stitching together limbs
and body parts to make mockeries of the creatures they
have killed.
Ruined Flesh, Evil Minds. The deformities visited
on the fomorians prevent them from hurling rocks like
their giant kin, or wearing anything more than scraps
of cloth. However, the grotesque positioning of their
eyes, noses, and ears gives fomorians keen perceptive
abilities, making it hard to surprise or ambush them.
The greed and evil of the fomorians lies at the heart
of their degeneration and fall, and continues to plague
them. Fomorians make alliances with other creatures
when it suits them, but they are disloyal by nature and
betray their allies on a whim.
Curse ofthe Evil Eye. Fomorians can pass their
curse onto others using a power called the evil eye- a
last vestige of the giants' once-remarkable spellcasting
ability. A creature cursed by a fomorian's evil eye is
magically twisted and deformed, gaining a glimpse into
the pain and malice that has consumed this evil race.
FUNGI
With its sky of jagged stone and perpetual night, the
Underdark is home to all manner of fungi. Taking the
place of plants in the subterranean realm, fungi are vital
to the survival of many underground species, providing
nourishment and shelter in the unforgiving darkness.
Fungi spawn in organic matter, then break th-a t matter
down to consume it, feeding on filth and corpses. As
they mature, fungi eject spores that drift on the lightest
breeze to spawn new fungi.
Not needing sunlight or warmth to grow, fungi
thrive in every corner and crevice of the Underdark.
Transformed by the magic that permeates that
underground realm, Underdark fungi often develop
potent defensive mechanisms or abilities of mimicry
and attack. The largest specimens can spread' to create
vast subterranean forests in which countless '"''~"''·"-'"~"
live and feed.
GAS SPORE
The first gas spores are thought to have been
from dead beholders, whose moldering corpses fed a
parasitic fungus with aberrant magic. Having long since
adapted into a unique plant creature, a gas spore grows
quickly and purposefully out of any corpse, creating a
malevolent-looking mockery of the most feared denizen
of the Underdark.
Eye Tyrant's Form. A gas spore is a spherical,
balloon-like fungus that resembles a beholder from a
distance, though its true nature becomes. increasingly
obvious as one approaches it. The monster possesses
a blind central "eye" and rhizome growths sprouting
from its upper surface, superficially resembling a
beholder's eyestalks.
Death Burst. A gas spore is a hollow shell filled with a
lighter-than-air gas that enables it to float as a beholder
does. Piercing the shell with even the weakest attack
causes the creature to burst apart, releasing a cloud
of deadly spores. A creature that inhales the spores
becomes host to them, and is often dead within a day. Its
corpse then becomes the spawning ground from which
new gas spores arise.
Beholder Memories. A gas spore that sprouts from a
beholder's corpse sometimes carries within it memories
of its deceased parent. When the gas spore explodes, its
deadly spores cast those memories adrift. Any creature
that inhales the spores and survives inherits one or
more of the beholder's fragmented memories, and might
gain useful information about the beholder's former lair
and other nearby places and creatures of interest.
SHRIEKER
A shrieker is a human-sized mushroom that emits a
piercing screech to drive off creatures that disturb it.
Other creatures use the fungi as an alarm to signal the
approach of prey, and various intelligent races of the
Underdark cultivate shriekers on the outskirts of their
communities to discourage trespassers.
Medium plant, unaligned
Armor Class 5
Hit Points 13 (3d8)
Speed 0 ft.
STR
1 (- 5)
;);'rJ~;..!
DEX
1 (-5)
CON
10 (+0)
INT
1 (-5)
WIS
3 (- 4)
CHA
1 (- 5)
Condition Immunities blinded, deafened, frightened
Senses blindsight 30ft. (blind beyond this radius),
passive Perception 6
LanguagesChallenge 0 (10 XP)
False Appearance. While the shrieker remains motionless, it is
indistinguishable from an ordinary fungus.
Shriek. When bright light or a creature is within 30 feet of the
shrieker, it emits a shriek audible within 300 feet of it. The
shrieker continues to shriek until the disturbance moves out of
range and for 1d4 of the shrieker's turns afterward.
Large plant, unaligned
Armor Class 5
Hit Points 1 (1d10 - 4)
Speed 0 ft., fly 10ft. (hover)
STR
5 (- 3)
DEX
1 (-5)
CON
3 (-4)
VIOLET FUNGUS
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities poison
Condition Immunities blinded, deafened, frightened , paralyzed,
poisoned, prone
Senses blind sight 30ft. (blind beyond this radius),
passive Perception 5
Languages Challenge 1/2 (100 XP)
Death Burst. The gas spore explodes when it drops to 0 hit
points. Each creature within 20 feet of it must succeed on a DC
15 Constitution saving throw or take 10 (3d6) poison damage
and become infected with a disease on a failed save. Creatures
immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the
creature in a number of hours equal to 1d12 +the creature's
Constitution score, unless the disease is removed. In half
that time, the creature becomes poisoned for the rest of the
duration . After the creature dies, it sprouts 2d4 Tiny gas spores
that grow to full size in 7 days.
Eerie Resemblance. The gas spore resembles a beholder. A
creature that can see the gas spore can discern its true nature
with a s uccessful DC 15 Intelligence (Nature) check.
ACTIONS
Touch. Melee Weapon Attack: +0 to hit, reach 5 ft. , one
creature. Hit: 1 poiso n damage, and th e creature must succeed
on a DC 10 Constitution saving throw or become infected with
the disease described in the Death Burst trait.
This purplish mushroom uses root-like feelers growing
from its base to creep across cavern floors. The four
stalks protruding from a violet fungi's central mass
are used to lash out at prey, rotting flesh with the
slightest touch. Any creature killed by a violet fungus
decomposes rapidly. A new violet fungus sprouts from
the moldering corpse, growing to full size in 2d6 days.
VIOLET FUNGUS
Medium plant,
un~ligned
Armor Class 5
Hit Points 18 (4d8)
·s peed 5 ft.
STR
3 (- 4)
DEX
1 (-5)
CON
10 (+0)
INT
1 (- 5)
WIS
3 (- 4)
CHA
1 (- 5)
Condition Immunities blinded, deafened, frightened
Senses blindsight 30ft. (blind beyond this radius) ,
passive Perception 6
Languages Challenge 1/4 (50 XP)
False Appearance. While the violet fungus remains motionless,
it is indistinguishable from an ord inary fungu s.
ACTIONS
Multiattack. The fungu s makes 1d4 Rotting Touch attacks.
Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10ft., one
creature. Hit: 4 (1d8) necrotic damage.
Medium elemental, neutral
Armor Class 16 (natural armo r)
Hit Points 85 (9d8 + 45)
Speed 15ft. (30ft. when rolling, 60ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Damage Resistances bludgeon in g, piercing, an d slashin g from
nonmagica l weapons
Damage Immunities poison
Condition Immunities ex haustion, paralyzed,
poisoned, petrified
Senses darkvision 60ft., tremorsense 60ft. ,
passive Perception ll
Languages Terran
Challenge 6 (2,300 XP)
False Appearance. While the ga leb duhr remains motionless, it
is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight
toward a target and then hits it with a slam attack on the same
turn, the target takes an ext ra 7 (2d6) bludgeoning damage. If
the target is a creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.
ACTIONS
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target.
Hit: 12 (2d6 + 5) bludgeoning damage.
GALEB DUHR
The galeb duhr is a boulder-like creature with stumpy
appendages that act as arms and legs. It has the ability
to animate the rocks and boulders around it, and is thus
usually encountered in rocky terrain.
Powerful magic allows a spellcaster to summon a
galeb duhr from the Plane of Earth. Some galeb duhr
also form naturally in places touched by that plane. The
galeb duhr is imbued with greater intelligence than most
elementals, allowing it to better assess threats and to
communicate with creatures entering its guarded area.
Stone Guardian. A galeb duhr doesn't age or require
sustenance, making it an excellent sentinel. A powerful
druid might charge a galeb duhr with protecting a stone
circle or sacred hilltop. Another galeb duhr might be
created to guard an underground tomb or a wizard's
tower. When it chooses to, the galeb duhr can make
itself look like an ordinary boulder, remaining perfectly
still for years at .a time.
·'~
. ,)lj.
Animate Boulders (1fDay). The galeb duhr magically animates
up to two boulders it can see within 60 feet of it. A boulder has
statistics like those of a galeb duhr, except it has Intelligence 1
and Charism a 1, it can't be charmed or frightened, and it lacks
this act ion option. A boulder remains animated as long as
the galeb duhr ma intain s concentration, up to l minute (as if
concentrating on a spell) .
A galeb duhr is permanently bound to the Material
Plane, so that when it dies, it doesn't return to the Plane
of Earth. It has an excellent memory and is more than
happy to share information regarding its environment
with creatures it doesn't regard as threats.
Stone Connection. A galeb duhr can become one with
the earth around it, allowing it to imbue nearby rocks
and boulders with a semblance of life. The galeb duhr
uses its animated boulders to frighten away interlopers
and defend whatever it has been charged to protect.
When it needs to move close to those intruders, it
presses its limbs tight to its body and rolls forward at a
furious pace.
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....... ~\JJ.i•'"
139
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GAR'
G'bYLE
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Tfie inanimateJ' gargoyles that perch atop great buildings
are inspired by these malevolent creatures of elemental
earth that resemble grotesque, fiendish statues. A
gargoyle lurks among masonry and ruins, as still as
any stone sculpture, and delights in the terror it creates
when it breaks from its suspended pose, as well as the
pain it inflicts on its victims.
Animate Stone. Gargoyles cling to rocky cliffs and
mountains, or roost on ledges in underground caves.
They haunt city rooftops, perching vulture-like among
the high stone arches and buttresses of castles and
cathedrals, and they can hold themselves so still that
they appear inanimate. Able to maintain this state for
years, a gargoyle makes an ideal sentry.
Deadly Reputation. Gargoyles have a reputation for
cruelty. Statues carved into the likenesses of gargoyles
appear in the architecture of countless cultures to
frighten away trespassers. Although such sculptures
are only decorative, real gargoyles can hide among
them to ambush unsuspecting victims. A gargoyle
might alleviate the tedium of its watch by catching
and tormenting birds or rodents, but its long wait only
increases its craving for harming sentient creatures.
Cruel Servants. Gargoyles are easily inspired by
the cunning of an intelligent master. They enjoy simple
tasks such as guarding a master's home, torturing
and killing interlopers, and anything else that involves
minimum effort and maximum pain and carnage.
Gargoyles sometimes serve demons for their
propensity for wanton chaos and destruction. Powerful
spellcasters can also easily enlist gargoyle guardians to
keep watch over their gates and walls. Gargoyles have
the patience and fortitude of stone, and will serve even
the cruelest master for years without complaint.
Elemental Nature. A gargoyle doesn't require air,
food, drink, or sleep.
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60ft.
SHARDS OF ELEMENTAL EVIL
STR
15 (+2)
DEX
11 (+0)
CON
16 (+3)
INT
6 (- 2)
WIS
11 (+0)
CHA
7 (- 2)
Damage Resistances bludgeoning, piercing, and slashin g from
non magical weapons that aren't adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages Terran
Challenge 2 (450 XP)
False Appearance. While the gargoyle remains motion less, it is
indistinguishable from an inanimate statue.
ACTI O NS
Multiattack. The gargoyle makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
As Ogremoch, the evil Prince of Elemental Earth, treads
his stony realm, it leaves shards of broken rock in his wake.
Imbued with slivers of sentience, these shards thrum with
. the essence of the elemental prince, growing over long years
into vaguely humanoid rock formations that resolve at last
into the hard, cruel shapes of gargoyles.
Ogremoch doesn't create gargoyles deliberately, but
they are a physical manifestation of his evil. Gargoyles are
mockeries of the elemental air that Ogremoch despises. They
are heavy creatures of living stone, yet capable of flight. Like
their creator, they possess a fundamental hatred for beings
of elemental air, aarakocra in particular, and rel ish every
opportunity to destroy such creatures.
On their home plane, gargoyles carve out earth motes that
Ogremoch hurtles into Aaqa, the domain of the aarakocra
and the benevolent Wind Dukes the bird folk serve in the
GENIES
Genies are rare elemental creatures out of story
and legend. Only a few can be found on the Material
Plane. The rest reside on the Elemental Planes, where
they rule from lavish palaces and are attended by
worshipful slaves.
Genies are as brilliant as they are mighty, as proud
as they are majestic. Haughty and decadent, they have
a profound sense of entitlement that stems from the
knowledge that few creatures except the gods and other
genies can challenge their power.
Creatures of the Elements. A genie is born when
the soul of a sentient living creature melds with the
primordial matter of an elemental plane. Only under
rare circumstances does such an elemental-infused soul
coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul
that gave it form. That life force is a building block that
determines the genie's form and apparent gender, as
well as one or two key personality traits. Although they
resemble humanoid beings, genies are elemental spirits
given physical form. They don't mate with other genies
or produce genie offspring, as all new genies are born
out of the same mysterious fusion of spirit energy and
elemental power. A genie with a stronger connection
to its mortal soul might choose to sire a child with a
mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind
except what it was wearing or carrying, along with
a small trace of its native element: a pile of dust, a
gust of wind, a flash of fire and smoke, or a burst of
water and foam.
Rule or Be Ruled. Mortal slaves serve to validate
a genie's power and high self-opinion. A hundred
flattering voices are music to a genie's ears, while
two hundred mortal slaves prostrated at its feet are
proof that it is lord and master. Genies view slaves as
living property, and a genie without property amounts
to nothing among its own kind. As a result, many
genies treasure their slaves, treating them as honored
members of their households. Evil genies freely threaten
and abuse their slaves, but never to the extent that the
slaves are no longer of use.
In contrast to their love of slaves, most genies loathe
being bound to service themselves. A genie obeys the
will of another only when bribed or compelled by magic.
All genies command the power of their native element,
but a rare few also possess the power to grant wishes.
For both these reasons, mortal mages often seek to bind
genies into service.
Decadent Nobility. Noble genies are the rarest of
their kind. They are used to getting what they want,
and have learned to trade their ability to grant wishes
to attain the objects of their desire. This constant
indulgence has made them decadent, while their
supreme power over reality makes them haughty and
arrogant. Their vast palaces overflow with wonders and
sensory delights beyond imagination.
Noble genies cultivate the jealousy and envy of other
genies, asserting their superiority at every opportunity.
Other genies respect the influence of the noble genies,
knowing how unwise it is to defy a creature that can
alter reality at a whim. A genie isn't beholden to any
noble genie, however, and will sometimes choose to defy
a noble genie's will and risk the consequences.
The Power of Worship. Genies acknowledge the
gods as powerful entities but have no desire to c9urt
or worship them. They find the endless fawning and
mew ling of religious devotees tiresome-except a;> it is
directed toward them by their worshipful slaves. .;,
Their miraculous powers, the grandeur of their
abodes, and the numbers of their slaves allow some
genies to deceive themselves into believing they,are
as powerful as the gods. Some go so far as to deii-tand
that mortals of other realms- even whole contin'ents or
worlds- bow down before them.
DAO
Dao are greedy, malicious genies from the Elemental
Plane of Earth. They adorn themselves with jewelry
crafted from precious gems and rare metals, and when
they fly, their lower bodies become columns of swirling
sand. A dao isn't happy unless it is the envy of other dao.
All That Glitters. The dao dwell in complexes of
twisting tunnels and glittering ore-veined caverns
on the Elemental Plane of Earth. These mazeworks
are continually expanding as the dao delve into and
reshape the rock around them. Dao care nothing for
the poverty or misfortune of others. A dao might grind
powdered gems and gold dust over its food to heighten
the experience of eating, devouring its wealth as mortals
consume a precious spice.
Lords of the Earth. A dao never assists a mortal
unless the genie has something to gain, preferably
treasure. Among the genies, dao are on speaking and
trading terms with the efreet, but they have nothing
but scorn for djinn and marids. Other races native to
the Elemental Plane of Earth avoid the dao, which are
always seeking new slaves to mine the mazeworks of
their floating earth islands.
Proud Slavers. The dao trade for the finest slaves
that money can buy, forcing them to work in dangerous
subterranean realms that rumble with earthquakes.
As much as they enjoy enslaving others, the dao
hate being enslaved. Powerful wizards have been
known to lure dao to the Material Plane and trap them
in the confines of magic gemstones or iron flasks .
Unfortunately for the dao, their greed makes it relatively
easy for mages to cozen them into service.
DJINNI
Proud, sensuous genies from the Elemental Plane
of Air, the djinn are attractive, tall, well-muscled
humanoids with blue skin and dark eyes. They dress in
airy, shimmering silks, designed as much for comfort as
to flaunt their musculature.
Airy Aesthetes. Djinn rule floating islands of
clouds tuff covered with enormous pavilions, or topped
with wondrous buildings, courtyards, fountains, and
gardens. Creatures of comfort and ease, djinn enjoy
succulent fruits, pungent wines, fine perfumes, and
beautiful music.
.
Djinn are known for their sense of mischief and their
favorable attitude toward mortals. Among genies, djinn
deal coolly with efreet and marids, whom they view as
· haughty. They openly !fespise dao and strike against
them with little provocation.
Masters ofthe Wind. Masters of the air, the djinn ride
powerful whirlwinds that they create and direct on a
whim, and which can even carry passengers. Creatures
that stand against a djinni are assaulted by wind and
thunder, even as the djinni spins away on that wind if
outmatched in combat. When a djinni flies, its lower
body transforms into a column of swirling air.
Accepting Servitors. The djinn believe that servitude
is a matter of fate, and that no being can contest the
hand of fate. As a result, of all the g(1nies, djinn are the
ones most amenable to servitude, though they never
enjoy it. Djinn treat their slaves more like servants
deserving of kindness and protection, and they part with
them reluctantly.
A mortal who desires the brief service of a djinni can
entreat it with fine gifts, or use flattery to bribe it into
Gompliance. Powerful wizards are able to forgo such
niceties, however, if they can summon, bind into service,
or imprison a djinni using magic. Long-term service
displeases a djinni, and imprisonment is inexcusable.
Djin11 resent the cruel wizards that have imprisoned
their"kind in bottles, iron flasks, and wind instruments
throughout the ages. Betrayal, particularly by a mortal
whom a djinni trusted, is a vile deed that only deadly
vengeance can amend.
EFREETI
Hulking genies of the Elemental Plane of Fire, the efreet
aPe masters of flame, immune to fire and able to create
it on a whim. Fine silk caftans and damask robes drape
their magma-red or coal-black skin, and they bedeck
themselves in brass and gold torcs, chains, and rings,
all glittering with jewels. When an efreeti flies, its lower
body transforms into a column of smoke and embers.
Haughty and Cruel. The efreet are deceptive,
cunning, and cruel to the point of ruthlessness. They
despise being forced into servitude and are relentless
in pursuit of vengeance against creatures that have
wronged them. Efreet don't see themselves in this light,
naturally, and regard their race as fair and orderly, even
as they admit to an enlightened sense of self-interest.
Spiteful Slavers. Efreet view all other creatures
as enemies or potential serfs. They raid the Material
Plane and the elemental planes for slaves, which they
capture and bring back to their homes on the Elemental
Plane of Fire. The efreet rule as oppressive tyrants,
promoting only the cruelest among their slaves. Those
overseers are given whips to help keep the rank-and-file
slaves in line.
Planar Raiders. Most efreet reside on the Elemental
Plane of Fire, either in great domed fortresses of black
glass and basalt surrounded by churning lakes of fire, or
in the fabled City of Brass. Additionally, efreet military
outposts thronging with their minions and slaves can be
found scattered throughout the planes.
On the Material Plane, efreet dwell in fiery regions
such as v0lcanoes and the burning expanses of the
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world's deserts." IT'heir love of the ·~bert tliiings them into
conflict with'the djinn that ride the desert whirlwinds,
and with the earthbound dao. Efreet utterly despise
marids, with whom they have maintained a passionate
c~nflict throughout the history of both races.
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MARID
Hailing from the Elemental Plane of Water, the marids
are the most wondrous of genie-kind. Although all
genies wield great power, even the lowliest marid sees
itself as clearly superior to the flighty djinn, the groundhugging dao, and the fuming efreet.
Large and piscine, marids are a strange sight to
behold, particularly when clad in the finely stitched vests
and colorful pantaloons they favor. They speak in voices
as soft as the sea breeze or as sonorous as storm waves
breaking against a rocky cliff. In flight, their lower
bodies transform into columns of foamy water.
Water Lords. Water is a marid's native element,
and the genie can manipulate water in virtually any
way it desires. A marid can walk on water and breathe
naturally beneath its surface. It can create water or
shape clouds of fog and mist from the vapor in the air.
It can even transform itself into mist, or use water as a
weapon to bludgeon its foes.
Marid Homes. Marids are rare on the Material Plane.
They inhabit mighty and majestic coral fortresses
located in the Elemental Plane of Water. These citadels
float in the depths of the plane and contain opulent, airfilled chambers where slaves and guests reside.
A marid doesn't expect much from its slaves, simply
wanting to have them for the status of ownership.
Marids go out of their way to obtain skilled slaves, and
aren't above kidnapping mortal artists, entertainers, or
storytellers for use in their courts.
Egotistical Hierarchs. All mar ids claim a title of
nobility, and the race is awash in shahs, sultans, muftis,
and khedives. Most of these titles are mere pretense on
the part of the self-important marids.
Marids treat all others-including other genies- as
inferiors of various grades, ranging from poor cousins to
petty annoyances. They tolerate djinn, dislike dao, and
despise efreet.
Humanoids are among the lowest of the creatures
that marids must tolerate, although they sometimes
deal with powerful wizards and exceptional leaders
on an almost-equal footing. Doing so has sometimes
proven to be a mistake, since wizards have managed to
imprison marids in conch shells, flasks, and decanters
over the ages. Bribery and flattery are the best means of
dealing with marids, to which an obsequious mortal is a
creature that knows its place.
Whimsical Storytellers. Marids are champion taletellers, whose favorite legends emphasize the prowess
of marids in general and of the speaker in particular.
Fanciful genies, they lie often and creatively. They aren't
always malicious in their deception, but embellishments
suit their fancy. Marids consider it a crime for a lesser
being to interrupt one of their tales, and offending a
marid is a sure way to invoke its wrath.
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CLOUD GIANT
Clomd giants live extravagant lives high above the world,
showing little concern for the plights of other races
except as amusement. They are muscular with light skin
and have hair of silver or blue.
High and Mighty. Cloud giants are spread to the
winds, encompassing vast areas of the world. In times
of need, scattered cloud giant families band together as
a unified clan. However, they can seldom do so quickly.
Attuned to the magic of their airy domains, cloud
giants are able to turn into mist and create clouds of
billowing fog. They dwell in castles on high mountain
peaks, or on the solid clouds that once held their fiefs.
Stili gracing the skies on occasion, these magic clouds
are a lasting remnant of the giants' lost empires.
Better spellcasters than most other giants, some cloud
giants can control weather, bring storms, and steer the
wind almost as well as their cousins, the storm giants.
Affluent Princes. Although cloud giants are lower
in the ordning than storm giants, the reclusive storm
giants rarely engage with the rest of giantkind. As a
result, many cloud giants see themselves as having
the highest status and power among the giant races.
They order lesser giants to seek out wealth and art
on their behalf, employing fire giants as smiths and
crafters, and using frost giants as reavers, raiders, and
plunderers. Dimwitted hill giants serve them as brutes
and combat fodder-sometimes fighting for the cloud
giants' amusement. A cloud giant might order hill or
frost giants to steal from nearby humanoid lands, which
it considers to be a fair tax for its continued beneficence.
On their mountain summits and solid clouds, cloud
giants keep extraordinary gardens. Grapes as big
as apples grow there, along with apples the size of
pumpkins, and pumpkins the size of wagons. From
· the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the
mortal realm.
As humanoid nobles keep an aerie for hunting hawks,
so do cloud giants keep griffons, perytons, and wyverns
as their own flying beasts of prey. Such creatures also
patrol the cloud giants' gardens by night, along with
trained predators such as owlbears and lions.
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Master crafters and organized warriors, fire giants
dwell among volcanoes, lava floes, and rocky mountains.
They are ruthless militaristic brutes whose mastery of
metalwork is legendary.
Fire Forged. Fire giant fortresses are built around
and inside volcanoes or near magma-filled caverns.
The blistering heat of their homes fuels the fire giants'
forges, and causes the iron of their fortress walls to
glow a comforting orange. In lands fanemoved from
volcanic heat, fire giants mine coal to burn. Traditional
smithies occupy places of honor in their demesnes, and
the giants' stony fortresses constantly belch plumes of
sooty smoke. In more remote outposts, fire giants burn
wood to keep their forge fires lit, deforesting leagues of
land in all directions.
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MAS~ER 0
L59
Medium humanoid (gith), la wful evil
Armor Class 17 (h a lf pl ate)
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1 )
INT
13 (+1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws Co n +3, lnt +3 , Wi s +3
Senses pass ive Pe rcepti o n 11
Languages Git h
Challenge 3 (700 XP)
Innate Spel/casting (Psionics). The githyanki's innate
spellcasting ability is Intelligence. It can innately cast the
following spells, requiring no components:
At will: mage hand (the hand is invisible)
3jday each : jump, misty step, nondetection (self only)
ACTIONS
Multiattack. The githyank i makes two greatsword attacks .
Greatsword. Melee Weapon Attack: +4 to hit , reach 5 ft .,
one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6)
psychic damage.
G ITHYANKI KNIGH T
Medium humanoid (gith), la wful evil
Armor Class 18 (plate)
Hit Points 91 (14d 8 + 28)
Speed 30 ft .
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws Co n +5, lnt +5, Wis +5
Senses pas s ive Pe rce ptio n 12
Languages Gith
Challenge 8 (3,900 XP)
Innate Spellcasting (Psionics). The githyanki's innate
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
with spell attacks). It can inn ately cast the following s pells,
requiring no components:
At wil l: mage hand (the hand is invisible)
3jday each: jump, misty step, nondetection (self only), tongues
ljday each: plane shift, telekinesis
Multiattack. The githyanki makes two silver greatsword attacks.
Silver Greatsword. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 13 (2d6 + 6) s la shing damage plus
10 (3d6) psychic damage. This is a magic weapon attack.
On a critical hit against a target in an astra l body (as with
the astral projection spe ll), the githyanki can cut the si lvery
cord that tethers the target to its material body, instead of
dealing damage.
160
Medium humanoid (gith), lawful neutral
Armor Class 14
Hit Points 38 (7d8 + 7)
Speed 30ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Str +3, Dex +4, lnt +3, Wis +4
Skills Insight +4, Perception +4
Senses passive Perception 14
Languages Gith
Challe nge 2 (450 XP)
Innate Spellcasting (Psionics). The githzerai's innate
spellcasting ab ility is Wisdom. It can innately cast the following
spe ll s, requiring no components:
At wi ll : mage hand (the hand is invisible)
3Jday each: f eather fall, jump, see invisibility, shield
Psychic Defense. While the githzerai is wearing no armor and
wielding no shield , its AC includes its Wisdom modifier.
ACTI O NS
Multiattack. The githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft. ,
one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8)
psychic damage. This is a magic weapon attack .
GITHZERAI ZERTH
Medium humanoid (gith) , lawful neutral
Armor Class 17
Hit Points 84 (13d8 + 26)
Speed 30 ft .
STR
13 (+1)
DEX
18 (+4)
CO N
15 (+2)
INT
16 (+3)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws Str +4, Dex +7, lnt +6, Wi s +6
Skills Arcana +6, Insight +6, Pe rce ption +6
Senses passive Perception 16
Languages Gith
Challenge 6 (2,300 XP)
Innate Spellcasting (Psionics). The githzerai's spellcasting
ab ility is Wisdom (spell save DC 14, +6 to hit with spell
attacks). It can innately cast the following spells , requiring no
components:
At will: mage hand (the hand is invisible)
3Jday each:feather fall , jump, see invisibility, shield
1Jday each: phantasmal killer, plane shift
Psychic Defense. While the githzerai is wearing no ar mor and
wielding no shield, its AC includes its Wi sdom modifier.
ACTIONS
Multiattack. The githzerai makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft. ,
one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8)
psychic dam age. This is a magic weapon attack .
GNOL,L S
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Gnolls are feral humanoids that attack settlements
along the frontiers and borderlands of civilization
without warning, slaughtering their victims and
devouring their flesh .
Demonic Origin. The origin of the gnolls traces back
to a time when the demon lord Yeenoghu found his way
to the Material Plane and ran amok. Packs of ordinary
hyenas followed in his wake, scavenging the demon
lord's kills. Those hyenas were transformed into the first
gnolls, parading after Yeenoghu until he was banished
back to the Abyss. The gnolls then scattered across the
face of the world, a dire reminder of demonic power.
Nomadic Destroyers. Gnolls are dangerous
because they strike at random. They emerge from
the wilderness, plunder and slaughter, then move
elsewhere. They attack like a plague of locusts,
pillaging settlements and leaving little behind but razed
buildings, gnawed corpses, and befouled land . Gnolls
choose easy targets for their raids. Armored warriors
holed up in a fortified castle will survive a rampaging
gnoll horde unscathed, even as the towns, villages, and
farms that surround the castle are ablaze, their people
slaughtered and devoured.
Gnolls rarely build permanent structures or
craft anything of lasting value. They don't make
weapons or armor, but scavenge such items from the
corpses of their fallen victims, stringing ears, teeth,
scalps, and other trophies from their foes onto their
patchwork armor.
Thirst for Blood. No goodness or compassion
resides in the heart of a gnoll. Like a demon, it lacks
anything resembling a conscience, and can't be taught
or coerced to put aside its destructive tendencies. The
gnolls' frenzied bloodlust makes them an enemy to all,
and when they lack a common foe, they fight among
themselves. Even the most savage orcs avoid allying
with gnolls .
GNOLL PACK LORD
The alpha of a gnoll pack is the pack lord, ruling by
might and cunning. A pack lord earns the best of a gnoll
· pack's spoils, food, valuable trinkets, and magic items. It
ornaments its body with brutal piercings and grotesque
trophies, dyeing its fur with demonic sigils, hoping
Yeenoghu will make it invulnerable.
GNOLL FANG OF YEENOGHU
Gnolls celebrate their victories by performing demonic
rituals and making blood offerings to Yeenoghu.
Sometimes the demon lord rewards his worshipers
by allowing one of them to be possessed by a demonic
spirit. Marked as Yeenoghu's favorite, the lucky recipient
becomes a fang ofYeenoghu, the chosen of the Gnoll
Lord. In much the same way Yeenoghu created the
first gnolls, a hyena that feasts on a fang's slain foe
undergoes a horrible transformation, becoming a fullgrown adu lt gnoll. Depending on the number of hyenas
in a region, a fang of Yeenoghu can lead to a startling
increase in the gnoll population. Finding and killing the
fang is the only way to keep that population in check.
Medium humanoid (gno/1), chaotic evil
Armor Class 15 (hide armor, shield)
Hit Points 22 (5d8)
Speed 30ft.
STR
14 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
6 (- 2)
WIS
10 (+0)
CHA
7 (-2)
Senses darkvision 60ft. , passive Perception 10
Languages Gnoll
Challenge 1/2 (100 XP)
Rampage. When the gno ll reduces a creat ure to 0 hit points
with a melee attack on its turn, the gno ll can take a bonus
actio n to move up to half its speed and make a bite attack.
ACTIONS
Bite. Melee Weapo n Attack: +4 to hit, reac h 5 ft ., one creature.
Hit: 4 (1d4 + 2) piercing dama ge.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20J60 ft ., o ne target. Hit: 5 (1d6 + 2) piercing damage, or
6 (1 d8 + 2) piercing damage if used with two hands to make a
melee attack.
Longbow. Ranged Weapon Attack: +3 to hit, range 150J600 ft. ,
one target. Hit: 5 (1d8 + 1) piercing damage.
GNOLL PACK LORD
Medium humanoid (gno/1) , chaotic evil
Armor Class 15 (chain shirt)
Hit Points 49 (9d8 + 9)
Speed 30ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
GNOLL FANG OF YEENOGHU
Medium fiend (gno/1), chaotic evil
INT
8 (- 1)
WIS
11 (+0)
CHA
9 (-1)
Senses darkvision 60ft., passive Perception 10
Languages Gnoll
Challenge 2 (450 XP)
Rampage. When the gnoll reduces a creatu re to 0 hit points
with a melee attack on its turn , the gno ll can take a bonus
action to move up to half its speed and make a bite attack.
ACTIONS
Multiattack. The gno ll makes two attacks, either with its glaive
or its lon gbow, and uses its Incite Rampage if it can.
Bite. Melee Weapo n Attack: +5 to hit, rea ch 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing dam age.
Glaive. Melee Weapon Attack: +5 to hit, reac h 10ft., one target.
Hit: 8 (1d10 + 3) slas hing damage .
Longbow. Ranged Weapon Attack: +4 to hit, range 150J600 ft .,
one target. Hit: 6 (1d8 + 2) piercing damage .
Incite Rampage (Recharge 5- 6). One creature the gnoll can see
within 30 feet of it ca n use its reaction to make a melee atta ck
if it can hear the gnoll and has the Rampage trait .
Armor Class 14 (hide armor)
Hit Points 65 (10d8 + 20)
Speed 30ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws Con +4, Wis +2, Cha +3
Senses darkvision 60ft. , passive Perception 10
Languages Abyssal , Gnoll
Challenge 4 (1 ,100 XP)
Rampage. When the gnoll reduces a creatu re to 0 hit points
with a melee attack on its turn , the gnoll ca n take a bonus
action to move up to half its speed and make a bite attack.
ACT IONS
Multiattack. The gnoll makes three att acks: one with its bite
and two wit h its claws .
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) pierci ng damage, and the target must
succeed on a DC 12 Constitution saving throw or take 7 (2d6)
poison damage.
Claw. Melee Weapon Attack: +5 to hit, reac h 5 ft. , one target.
Hit: 7 (1d 8 + 3) slas hin g damage.
DEEP GNOME (SVIRFNEBLIN)
Small humanoid (gnom e), neutral good
GNOME, DEEP (SVIRFNEBLIN)
Deep gnomes , or svirfneblin , live fa r below the world's
s urface in twisting warrens a nd sculpted caverns.
They survive by virtue of their s tea lth , cleverness, and
tenacity. Their gray s kin a llows them to blend in with
surrounding s tonework. They a re also s urprisingly
heavy and s trong for their s ize. An average adult weighs
100 to 120 pounds a nd sta nd s 3 feet tall.
A typical svirfneblin enclave conta ins several hundred
deep gnomes and is strongly fortifi ed. S ecret tunnels
lead to and from the settlement , a nd the deep gnomes
use these as evacuation routes when th e enclave comes
under attack.
Established Gender Roles. Male svirfneblin
are bald , while fema les have s tringy gray ha ir.
Traditiona lly, females run the enclaves while males
scour the outs kirts in sea rch of enemies and deposits of
precious gemstones.
Gemstone Harvesters. Svirfneblin cherish fine
gemstones , especially rubies, which they harvest from
mines deep in the Underdark. The hunt for gems often
brings them into conflict with beholders, drow, kuo-toa ,
duerga r, a nd mind flayers . Of a ll their natural enemies,
deep gnomes fear and despise the murderous, demonwors hipin g drow the most.
Earth Friends. Deep gnomes a re often encountered
·n the company of creatures from the Elemental Pla ne
f Earth. Some svirfneblin ca n summon s uch creatures.
, Earth creatures guard svirfneblin settlements,
especially xorn enticed to service with the promise of
gems to feed on.
GNOME , DEEP (SVIRFNEBLIN)
Armor Class 15 (chain sh irt)
Hit Points 16 (3d 6 + 6)
Speed 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
9 (-1)
Skills Investigation +3 , Perception +2, Stealth +4
Senses darkvision 120 ft ., passive Perception 12
Languages Gnomish, Terran, Undercommon
Challenge 1/2 (100 XP)
Stone Camouflage. The gnom e has advantage on Dexterity
(Stealth) checks made to hide in ro cky te rrain .
Gnome Cunning. The gnome ha s advantage on Intelligence,
Wi sdom , and Charis ma saving throws again st magic.
Innate Spellcasting. The gnome's inn ate s pellcasting ability is
Intelli gence (spell save DC 11) . It can innately cast the following
spells, requiring no mate rial components:
At will: nondetection (self only)
1fday each: blindnessjdeafness , blur, disguise self
ACTIONS
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 6 (1d8 + 2) piercing dam age.
Poisoned Dart. Ranged Weapon Attack: +4 to hit, range 30/120
ft ., o ne creature. Hit: 4 (1d4 + 2) pi ercing damage, and the
target mu st s ucceed on a DC 12 Constitution saving th row or
be poisoned for 1 minute. Th e target can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.
GOBLINS
Goblins are small, black-hearted, selfish humanoids that
lair in caves, abandoned mines, despoiled dungeons,
and other dismal settings. Individually weak, goblins
gather in large- sometimes overwhelming- numbers .
They crave power and regularly abuse whatever
authority they obtain.
Goblinoids. Goblins belong to a family of creatures
called goblinoids. Their larger cousins, hobgoblins and
bugbears, like to bully goblins into submission. Goblins
are lazy and undisciplined, making them poor servants,
laborers, a nd guards.
Malicious Glee. Motivated by greed and malice,
goblins can't help but celebrate the few times they have
the upper hand. They dance, caper with sheer joy when
victory is theirs. Once their revels have ended, goblins
delight in the torment of other creatures and embrace
all manner of wickedness.
Leaders and Followers. Goblins are ruled by the
strongest or smartest among them. A goblin boss might
command a single lair, while a goblin king or queen
(who is nothing more than a glorified goblin boss)
rules hundreds of goblins, spread out among multiple
lairs to ensure the tribe's survival. Goblin bosses are
easily ousted, and many goblin tribes are taken over by
hobgoblin warlords or bugbear chiefs .
Challenging Lairs. Goblins festoon their lairs with
alarms designed to signal the arrival of intruders. Those
lairs are a lso riddled with narrow tunnels a nd bolt-holes
that human-sized creatures can't navigate, but which
goblins can crawl through with ease, a llowing them to
flee or to circle around and s urprise their enemies.
Rat Keepers and WolfRiders. Goblins have an
affinity for rats and wolves, raising them to serve as
companions and mounts, res pectively. Like rats, goblins
shun s unlight and sleep underground during the day.
Like wolves, they are pack hunters, made bolder by their
numbers. When they hunt from the backs of wolves,
goblins use hit-and-run attacks.
Worshipers ofMaglubiyet. Maglubiyet the Mighty
One, the Lord of Depths and Darkness, is the greater
god of goblinoids. Envisioned by most goblins as an
eleven-foot-tall battle-scarred goblin with black skin and
fire erupting from his eyes, he is worshiped not out of
adoration but fear. Goblins believe that when they die in
battle, their spirits join the ranks of Maglubiyet's army
on the plane of Acheron. This is a "privilege" that most
goblins dread, fearing the Mighty One's eternal tyranny
even more than death .
''BREE-YARK.'''
-GoBLIN FOR
'"W
E SURRENDER-'"
(OR SO THEy SAV)
GoBLIN Boss
Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30ft.
STR
10 (+0)
Small humanoid (goblinoid), neutral evil
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
CHA
8 (- 1)
8 (-1)
Skills Stealth +6
Senses darkvision GO ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns .
ACTIONS
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slash ing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft.,
Hit: 5 (1d6 + 2) piercing damage.
r66
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Skills Stealth +6
Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30ft.
STR
8 (- 1)
DEX
14 (+2)
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
ACTIONS
Multiattack. The goblin makes two attacks with its scimitar.
The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
REACTIONS
Redirect Attack. When a creature the goblin can see targets
it with an attack, the goblin chooses another gob lin within 5
feet of it. The two goblins swap places, and the chosen goblin
becomes the target instead.
GOLEMS
CLAY GOLEM
Golems are made from humble materials-clay, flesh
and bones, iron, or stone-but they possess astonishing
power and durability. A golem has no ambitions,
needs no sustenance, feels no pain, and knows no
remorse. An unstoppable juggernaut, it exists to follow
its creator's orders, and it protects or attacks as that
creator demands.
To create a golem, one requires a manual ofgolems
(see the Dungeon Master's Guide). The comprehensive
illustrations and instructions in a manual detail the
process for creating a golem of a particular type.
Elemental Spirit in Material Form. The construction
of a golem begins with the building of its body, requiring
great command of the craft of sculpting, stonecutting,
ironworking, or surgery. Sometimes a go Iem's creator
is the master of the art, but often the individual
who desires a golem must enlist master artisans to
do the work.
After constructing the body from clay, flesh, iron, or
stone, the golem's creator infuses it with a spirit from
the Elemental Plane of Earth. This tiny spark of life
has no memory, personality, or history. It is simply the
impetus to move and obey. This process binds the spirit
to the artificial body and subjects it to the will of the
golem's creator.
Ageless Guardians. Golems can guard sacred sites,
tombs, and treasure vaults long after the deaths of
their creators, carrying out their appointed tasks for
all eternity while brushing off physical damage and
ignoring all but the most potent spells.
A golems can be created with a special amulet or
other item that allows the possessor of the item to
control the golem. Golems whose creators are long dead
can thus be harnessed to serve a new master.
Blind Obedience. When its creator or possessor is
on hand to command it, a golem performs flawlessly. If
the golem is left without instructions or is incapacitated,
it continues to follow its last orders to the best of its
ability. When it can't fulfill its orders, a golem might
react violently-or stand and do nothing. A golem that
has been given conflicting orders sometimes alternates
between them.
A golem can't think or act for itself. Though it
understands its commands perfectly, it has no grasp
of language beyond that understanding, and can't be
reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air,
food, drink, or sleep.
Sculpted from clay, this bulky golem stands head and
shoulders taller than most human-sized creatures. It is
human shaped, but its proportions are off.
Clay golems are often divinely endowed with purpose
by priests of great faith. However, clay is a weak vessel
for life force . If the golem is damaged, the elemental
spirit bound into it can break free. Such a golem · 1
runs. amok, smashing everything around it until it i~
destroyed or completely repaired.
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FLESH GOLEM
A flesh golem is a grisly assortment of humanoid body
parts stitched and bolted together into a muscled brute
imbued with formidable strength. Its brain is capable
of simple reason, though its thoughts are no more
sophisticated than those of a young child. The golem's
muscle tissue responds to the power of lightning,
invigorating the creature with vitality and strength.
Powerful enchantments protect the golem's skin,
deflecting spells and all but the most potent weapons.
A flesh golem lurches with a stiff-jointed gait, as if not
in complete control of its body. Its dead flesh isn't an
ideal container for an elemental spirit, which sometimes
howls incoherently to vent its outrage. If the spirit
breaks free of its creator's will, the golem goes berserk
until calmed, or until its shell of flesh is destroyed or
completely healed.
IRON GOLEM
The mightiest of the golems, the iron golem is a
massive, towering giant wrought of heavy metal. An
iron golem's shape can be worked into any form, though
most are fashioned to look like giant suits of armor. Its
fist can destroy creatures with a single blow, and its
clanging steps shake the earth beneath its feet. Iron
golems wield enormous blades to extend their reach,
and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures
and admixt ures. Though other golems bear weaknesses
inherent in their materials or the power of the elemental
spirit bound within them, iron golems were designed
to be nearly invulnerable. Their iron bodies imprison
the spirits that drive them, and are susceptible only
to weapons imbued with magic or the strength
of adamantine.
STONE GoLEM
Stone golems display great variety in shape and form,
cut and chiseled from stone to appear as tall, impressive
statues. Though most bear humanoid features, stone
golems can be carved in any form the sculptor can
imagine. Ancient stone golems found in sealed tombs
or flanking the gates of lost cities sometimes take the
forms of giant beasts.
Like other golems, stone golems are nearly
impervious to spells and ordinary weapons. Creatures
that fight a stone golem can feel the ebb and flow of time
slow down around them, almost as though they were
made of stone themselves.
its turns while berserk, the golem attacks the nearest creature
it can see . If no creature is near enough to move to and attack,
the golem attacks an object, with preference for an object
smaller than itself. Once the golem goes berserk, it continues
to do so until it is destroyed or regains all its hit points .
CLAYGOLEM
Large construct, unaligned
Armor Class 14 (n atural armor)
Hit Points 133 (14d10 + 56)
Speed 20ft.
STR
20 (+5)
DEX
9 (-1)
Immutable Form. The golem is immune to any spell or effect
that would alter its form .
CON
INT
WIS
18 (+4)
3 (-4)
8 (-1)
CHA
1 (-5)
Damage Immunities acid, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60ft. , passive Perception 9
Languages understands the languages of its creator but
can't speak
Challenge 9 (5,000 XP)
Acid Absorption. Whenever the golem is subjected to acid
damage , it takes no damage and instead regains a number of
hit points equal to the acid damage dealt.
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
168
GOLEMS
Magic Resistance. The golem has advantage on saving throws ·
against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 15 Constitution saving throw
or have its hit point maximum reduced by an amount equal to
the damage taken. The target dies if this attack reduces its hit
point maximum to 0. The reduction lasts until removed by the
grea ter restoration spell or other magic .
Haste (Recharge 5-6). Until the end of its next turn, the
golem magically gains a +2 bonus to its AC , has advantage
on Dexterity saving throws, and can use its slam attack as a
bonus action.
FLESH GOLEM
Medium construct, neutral
Armor Class 9
Hit Points 93 (lld8 + 44)
Speed 30ft.
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities lightning, poison; bludgeoning, piercing,
and slashing from non magical weapons that aren't
adamantine
Condition Immunities charmed, exhaustion, fr ightened,
paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 5 (1 ,800 XP)
Berserk. Whenever the golem sta rts its turn with 40 hit points
or fewer, roll a d6. On a 6, th e golem goes ber-se rk . On each of
its turns whi le berserk, the golem attacks the nearest creature
it can see. l(no creature is near enough to move to and attack,
the golem attacks an object, with preference for an object
sma ller than itself. Once the golem goes berserk, it continues
to do so until it is destroyed or regains all its hit points .
The golem's creator, if within 60 feet of the berserk golem,
can try to ca lm it by speaking firmly and persuasively. The
golem must be able to hear its creator, who must take an
action to make a DC 15 Charis ma (Persuasion) check . If the
check succeeds, the golem ceases being berserk. If it takes
damage whil e still at 40 hit points or fewer, the golem might go
berserk again.
Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and abi lity checks until the end of
its next turn.
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Lightning Absorption. Whenever the golem is su bjected to
lightning damage, it takes no damage and instead regains a
number of hit points equal to the lightnin g damage dealt.
Magic Resistance. The golem has advantage on savin g throws
aga in st spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
ACTIONS
Multiattack. The golem makes two slam attacks.
Slam. Mele e Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
r6g
Large construct, unaligned
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30ft.
STR
24 (+7)
DEX
9 (- 1)
· Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
· Speed 30 ft.
CON
INT
20 (+5)
3 (- 4)
WIS
11 (+0)
CHA
1 (- 5)
: STR
22 (+6)
Damage Immunities fire, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120ft., passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 16 (15,000 XP)
DEX
CON
INT
9 (-1)
20 (+5)
3 (-4)
WIS
11 (+0)
CHA
1 (- 5)
Damage Immunities poison, psychic; bludgeoning, piercing,
and slashing from non magical weapons that aren't
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 120ft., passive Perception 10
Languages understands the languages of its creator but
can't speak
Challenge 10 (5,900 XP)
Fire Absorption. Whenever the golem is subjected to fire
damage, it takes no dam age and instead regains a number of
hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect
that would alter its form .
Immutable Form. The golem is immune to any spell or effect
that would alter its form.
Magic Resistance. The golem has advantage on savin g throws
against spells and other magical effects.
Magic Resistance. The golem has advantage on saving throws
against spells and other mag ical effects.
Magic Weapons. The golem's weapon attacks are magical.
ACTIONS
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two s lam attacks .
ACTIONS
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning dam age.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack:+13 to hit, reach 5 ft ., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.
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, taking 45 (l0d8) poison damage on
a failed save, or half as much damage on a successful one.
Slow (Recharge 5-6). The golem targets one or more creatures
it can see within 10 feet of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a
target can't use reactions, its speed is halved, and it can't make
more than one attack on its turn. In addition, the target can
take either an action or a bo nus actio n on its turn, not both.
These effects last for 1 minute. A target can repeat the savin g
throw at the end of each of its turns, ending the effect on itself
on a success.
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Sword. Melee Weapon Attack:+13 to hit, reach 10 ft., one
target . Hit: 23 (3d10 + 7) slashin g damage.
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GOLEMS
170
1
GORGON
Large monstrosity, unaligned
Armor Class 19 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
2 (- 4)
WIS
12 (+1 )
CHA
7 (-2)
Skills Perce ption +4
Condition Immunities petrified
Senses darkvis io n 60 ft. , passive Perception 14
Languages Challenge 5 (1 ,800 XP)
Trampling Charge. If the gorgon moves at least 20 feet 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 the target is prone, the
gorgon can make one attack with its hooves against it as a
bonus action.
ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft ., one target.
Hit: 18 (2d12 + 5) piercing damage .
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage.
Petrifying Breath (Recharge 5-6). The gorgon exhales
petrifying gas in a 30-foot cone. Each creature in that area
must succeed on a DC 13 Constitu tio n saving throw. On a
failed save, a target begins to turn to stone and is restrained.
The restrained target must repeat the saving throw at the end
of its next turn . On a success, the effect ends on the target.
On a failure, the target is petrified until freed by the greater
restoration spell or other magic.
Few creatures that encounter a gorgon live to tell about
it. Its body is covered in iron plates, and its nostrils fume
with green vapor.
Horrific Structure. A gorgon's iron plates range from
steely black to gleaming silver, but this natural armor
in no way hinders its movement or mobility. The oils of
its body lubricate the armor. A sick or inactive gorgon
gathers rust like fungus or mange. When a rusty gorgon
moves, its plates squeal as they rub together.
Monstrous Predator. When a gorgon spots potential
prey, it charges with a hideous clamor of metal on
metal. When the gorgon hits, it pulverizes the foe and
sends its sprawling, then tramples it to death with its
cruel hooves. Faced with multiple foes, the gorgon
exhales its deadly vapor to overcome the creatures
it touches by turning them to stone. When it grows
hungry, it smashes its petrified prey to rubble and uses
its strong teeth to grind the stone into a powder that
provides nourishment. The crisscrossing network of
trampled trails and splintered trees that s urrounds a
gorgon lair is strewn with the uneaten fragments of its
shattered foes.
a llowing them to detect the presence of creatures and
objects in their immediate vicinity. T he creature's ability
to manipulate electricity to sense a nd move also allow it
to absorb lightning without har m.
Although solitary by nature, grells sometimes gather
in small groups called covens.
Floating Ambushers. A grell prefers to ambush
lone creatures or stragglers, hovering silently near the
ceiling of a passage or cavern until a suitable target
passes below, whereupon it descends quickly and wraps
its tentacles around its prey. It then floats away to its la ir
with the paralyzed creature in its clutches.
Alien Devourers. Grell a re a lien predators that group
other creatures into three categories: edibles, inedibles,
and Great Eaters (those rare creatures that might prey
on a grell). Grells have no compunction about attacking
creatures they classify as edible, including humanoids.
They tend to avoid bigger creatures that they have little
hope of carrying away.
A grell will sometimes a llow adventurers to wage
war on the other monstrous inhabita nts of the dungeon
complex it calls home, staying out of the adventurers'
way as they dispose of larger threats while waiting for
the right time to strike.
GRELL
Medium aberration, neutral evil
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 10ft., fly 30ft. (hover)
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
9 (- 1)
Skills Perceptio n +4, Stealth +6
Damage Immunities lightnin g
Condition Immunities bl ind ed, pro ne
Senses blind sight 60ft. (blind beyond thi s radius),
pass ive Perception 14
Languages Grell
Challenge 3 (700 XP)
'' OuR INTR EP ID ROGUE C L IMH E O UP T H E SHAFT
TO S ECURE A ROP E. THERE WA S II. GASP, ,\N O THE
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ACTIONS
- AN ADVENT URER ' S ACCO UNT OF A
GRELl ATTACK I N K HYBER, PUBLISHED
IN
TliE KORRANBERG CliRONICLE
GRELL
A grell resembles a bulbous fl oating bra in with a wide,
sharp bea k. Its ten long tentacles a re made of hundreds
of ring-shaped muscles s heathed in tough fibrous
hide. Sharp barbs line the tip each tentacle and inject
para lytic venom. The grell can pa rti ally retract its barbs
into its tentacles to handle or manipulate objects it
doesn't want to pierce or tear.
Grells have no eyes and floats by means of a sort of
levitation. They have keen hearing, however, and their
skin is s ensitive to vibrations a nd electrical fields,
GRELL
Multiattack. The grell makes two attacks: one with its tentacles
and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target
must succeed on a DC 11 Constitutio n saving throw or be
poisoned for 1 minute. The poiso ned target is paralyzed, and
it can repeat the saving throw at the end of each of its turns,
ending the effect on a success.
The target is also grappled (escape DC 15) . If the target is
Medium or smal ler, it is also restrained until this grapple ends.
While grappling the target, the grell has advantage on attack
rolls agai nst it and can 't use this attack aga inst other targets.
When the grell moves, any Medium or sma ller target it is
gra ppling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 7 (2d4 + 2) piercing damage.
GRICK
GRICK
Medium monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 27 (6d8)
Speed 30ft., climb 30ft.
STR
14 (+2)
DEX
14 (+2)
CON
11 (+0)
INT
3 (- 4)
WIS
14 (+2)
CHA
5 (-3)
Damage Resistances bludgeoning, piercing, and slashing
damage from non magical weapons
Senses darkvision 60ft., passive Perception 12
Languages Challenge 2 (450 XP)
Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terra in.
ACTIONS
Multiattack. The grick makes one attack with its tentacles . If
that attack hits, the grick can make one beak attack against the
same target.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 9 (2d6 + 2) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Hit: 5 (1d6 + 2) piercing damage.
GRICKALPHA
Large monstrosity, neutral
Armor Class 18 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30ft., clim b 30ft.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
14 (+2)
CHA
9 (-1)
Damage Resistances bludgeoning, piercing, an d slashing
damage from non ma gical weapons
Senses darkvision 60ft. , passive Perception 12
Languages Challenge 7 (2,900 XP)
Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
ACT IONS
Multiattack. The grick makes two attacks: one with its tai l and
one with its tentacles . If it hits with its tentacles, the grick can
make one beak attack against the same target.
Tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 22 (4d8 + 4) slashing damage.
Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
The wormlike grick waits unseen, blending in with the
rock of the caves and caverns it haunts. Only when prey
comes near does it rear up, its four barbed tentacles
unfurling to reveal its hungry, s napping beak.
Passive Predators. Gricks rarely hunt. Instead, they
drag their rubbery bodies to places where creatures
regul a rly pass, lurking out of sight amid rocky rubble
and debris, squeezing into burrows, holes, or crevices,
climbing up to ledges, or coiling a round stalactites
to drop on unwary prey. A grick consumes virtually
anything that moves except for other gricks. It targets
the nearest prey, grabbing a fall en creature with its
tentacles and dragging it off to eat alone.
Roving Ambush ers. Gricks remain in an area until
the food s upply dwindles, often because s entient
creatures become aware of their presence and plot
alternate routes a round their lairs. When prey is scarce
in the Underd ark , gricks venture aboveground to hunt
in the wilderness, lurking in trees or on cliff-side ledges .
A grick pack is often led by a single well-fed, oversized
a lpha around which the others congregate.
Spoils of Slaughter. Over time, grick lairs accumulate
the cast-off possessions of intelligent prey, a nd expert
guides know to look out for these telltale signs.
Underdark explorers sometimes seal off the routes
leading to a nd from a grick lair to s tarve them, then
cla im the wealth of the foul creatures' victims .
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft. , fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
2 (- 4)
WIS
13 (+1)
CHA
8 (- 1)
Skills Perception +5
Senses darkvision 60ft., passive Perception 15
Languages Challenge 2 (450 XP)
Keen Sight. The griffon has advantage on Wisdom (Perception)
checks that rely on sight.
ACTIONS
Multiattack. The griffon makes two attacks: one with its beak
and one with its claws.
Beak. 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 target.
Hit: 11 (2d6 + 4) slashing damage.
Griffons are ferocious avian carnivores with the
muscular bodies of lions and the head, forelegs, and
wings of eagles. When they attack, griffons are as swift
deadly as eagles, even as they strike with a lion's
might and grace.
Horse Eaters. Griffons hunt in small prides, flying
high over plains and forests near their rocky cliff-side
aeries. Herd animals and horses are the prey they
crave above all others, though they also hunt and kill
hippogriffs. When it spots horses, a griffon screeches
to alert its pride mates, which descend quickly
toward their prey.
Those riding or herding horses dread the griffon's
piercing cry, preparing themselves for the bloody fight
that inevitably follows. A griffon ignores a horse's rider
when possible, and a rider that abandons its mount, or
a herder that releases one or two horses, can escape
unharmed while the griffon targets its chosen prey.
Riders who attempt to protect their horses attract the
full fury of an attacking griffon.
Sky DweJiers. Griffons lair in high rocky clifftop .
aeries, building their nests from sticks, leaves, and the
bones of their prey. Once griffons establish a territory,
they remain in that area until the food supply has
been exhausted.
Aggressive and territorial, griffons engage in brutal
aerial combat to defend their aeries, tearing and
shredding the wings of flying intruders to send them
spiraling to the ground. Creatures that climb to a
griffon's lair are plucked from the cliffs and eaten, or are
knocked from the heights to go tumbling to their deaths.
Trained Mounts. A griffon raised from an egg can be
trained to serve as a mount. However, such training is
time consuming, expensive (mostly for the ample food
the creature requires), and dangerous. Expert trainers
well versed in the griffon's legendary ferocity are typically
the only ones able to raise these creatures safely.
Once trained, a griffon is a fierce and loyal steed. It
bonds with one master for life, fighting to the death to
protect that rider. A griffon mount retains its ravenous
appetite for horseflesh, and a wise master ensures that
a griffon remains satiated with other prey when passing
through civilized lands.
GRIMLOCK
The degenerate subterranean grimlocks were once
human, but their worship of the mind flayers over
generations of prowling the Underdark transformed
them into blind, monstrous cannibals long ago.
Debased Cultists. The empire of the mind flayers
once spread across many worlds, enslaving countless
races. Among those were human cultures whose high
priests the mind flayers subverted using their insidious
powers of thought control. Those leaders gradually
turned the faiths of their followers toward the illithids,
which they worshiped as blasphemous deities.
Over time, the rituals of these enslaved humans
created fervent cannibal cults that regarded the brain
eating of the mind flayers as a holy sacrament. The
illithids commanded their worshipers to abduct other
sentient creatures to be sacrificed. After the victims'
brains had been consumed, the mind flayers gave the
lifeless bodies to the cultists.
Blind Hunters. When the rule of the mind flayers
crumbled, their cults faced constant warfare from their
enemies, the same creatures that had once been their
victims. The cults fled into the Underdark domains of
their illithid gods. Over generations in that lightless
realm, the cultists learned to rely on their other senses
for survival. In time, their eyes withered away and
eyelids sealed, leaving only covered eye sockets behind.
A grimlock's ears prick up at the faintest footfa ll or
whisper echoing down stone passageways. It can speak
in tones too low for most other humanoids to hear. The
odors of sweat, flesh, a nd blood awaken its hunger,
and it can track by such scents like a bloodhound. To
enhance their senses, grim locks leave tra ils of blood,
piles of dung, or the viscera of slai n prey in places far
from their lairs. When intruders pass through those
areas, they carry the foul scents with them, wa rning the
grimlocks of their approach.
For most creatures, blindness is an enormous
hindrance. For a grimlock with its other heightened
senses, sightlessness is a boon. A grimlock isn't fooled
by visual illusions or misperceptions. It is fearless as it
stalks prey.
Endless War. Grimlocks still venerate the mind
flayers, serving them whenever possible. Grim locks also
recall the war in which they were driven underground.
To them, it has never ended. They continue to return
to the surface world to abduct captives for their
illithid masters.
GRIMLOCK
Medium humanoid (grimlock), neutral evil
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
9 (- 1)
WIS
8 (- 1)
CHA
6 (-2)
Skills Athletics +5, Perception +3, Stealth +3
Condition Immunities blinded
Senses blindsight 30ft. or 10ft. while deafened (blind beyond
this rad ius), passive Perception 13
Languages Undercommon
Challenge 1/4 (SO XP)
Blind Senses. The grim lock can't use its blindsight wh ile
deafened and unable to smell.
Keen Hearing and Smell. The grim lock has advantage on
Wisdom (Perception) checks th at rely on hearing or smell.
Stone Camouflage. The griml ock has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
ACTIONS
Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) bludgeoning damage pl us 2 (1d4)
piercing damage.
I75
HAGS
Hags represent all that is evil and cruel. Though they
resemble withered crones, there is nothing mortal about
these monstrous creatures, whose forms reflect only the
wickedness in their hearts.
Faces ofEvil. Ancient beings with origins in the
Feywild, hags are cankers on the mortal world. Their
withered faces are framed by long, frayed hair, horrid
moles and warts dot their blotchy skin, and their long,
skinny fingers are tipped by claws that can slice open
flesh with a touch. Their simple clothes are always
tattered and filthy.
All hags possess magical powers, and some have an
affinity for spellcasting. They can alter their forms or
curse their foes, and their arrogance inspires them to
view their magic as a challenge to the magic of the gods,
whom they blaspheme at every opportunity.
HAG COVENS
When hags must work together, they form covens, in spite of
their selfish natures. A coven is made up of hags of any type,
all of whom are equals within the group. However, each of
the hags continues to desire more personal power.
A coven consists of three hags so that any arguments
between two hags can be settled by the third. If more than
three hags ever come together, as might happen if two
covens come into conflict, the result is usually chaos.
Shared Spellcasting. While all three members of a hag
coven are within 30 feet of one another, they can each cast
the following spells from the wizard's spell list but must
share the spell slots among themselves:
1st level (4 slots) : identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspe/1, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots) : contact other plane, scrying
6th level (1 slot): eye bite
For casting these s pells, each hag is a 12th-level spellcaster
that uses Intelligence as her spellcasting ability. The spell
save DC is 12 +the hag's Intelligence modifier, and the spell
attack bonus is 4 +the hag's Intelligence m'odifier.
Hag Eye. A hag coven can craft a magic item called a
hag eye, which is made from a real eye coated in varnish
and often fitted to a pendant or other wearable item. The
hag eye is usually entrusted to a minion for safekeeping
and tran s port. A hag in the coven can take an action to see
what the hag eye sees if the hag eye is on the same plane of
existence. A hag eye has AC 10, 1 hit point, and darkvision
with a radius of 60 feet. If it is destroyed, each coven member
takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and
creating a new one requires all three members of the coven
to perform a ritual. The ritual takes 1 hour, and the hags can't
perform it while blinded. During the ritual, if the hags take any
action other than performing the ritual, they must start over.
PfJU
tt
,..
Hags name themselves in darkly whimsical ways,
claiming monikers such as Black Morwen, Peggy
Pigknuckle, Grandmother Titchwillow, Nanna Shug,
Rotten Ethel, or Auntie Wormtooth.
Monstrous Motherhood. Hags propagate by
snatching and devouring human infants. After stealing
a baby from its cradle or its mother's womb, the
hag consumes the poor child. A week later, the hag
gives birth to a daughter who looks human until her
thirteenth birthday, whereupon the child transforms into
the spitting image of her hag mother.
Hags sometimes raise the daughters they spawn,
creating covens. A hag might also return the child to its
grieving parents, only to watch from the shadows as the
child grows up to become a horror.
Dark Bargains. Arrogant to a fault, hags believe
themselves to be the most cunning of creatures, and
they treat all others as inferior. Even so, a hag is open
to dealing with mortals as long as those mortals show
the proper respect and deference. Over their long lives,
hags accumulate much knowledge of local lore, dark
creatures, and magic, which they are pleased to sell.
Hags enjoy watching mortals bring about their own
downfa ll, and a bargain with a hag is always dangerous.
The terms of such bargains typically involve demands
to compromise principles or give up something dearespecially if the thing lost diminishes or negates the
knowledge gained through the bargain.
A Foul Nature. Hags love the macabre and festoon
their garb with dead things and accentuate their
appearance with bones, bits of flesh , a nd filth . They
nurture blemishes and pick at wounds to produce
weeping, s uppurating flesh. Attractive creatures evoke
disgust in a hag, which might "help" such creatures by
dis figuring or transforming them.
This embrace of the disturbing and unpleasant
extends to all aspects of a hag's life. A hag might fly in
.a magical giant's skull, landing it on a tree s haped to
resemble a n enormous headless body. Another might
travel with a menagerie of monsters and slaves kept
in cages, and disguised by illusions to lure unwary
creatures close. Hags sharpen their teeth on millstones
and spin cloth from the intestines of their victims,
reacting with glee to the horror their actions invoke.
Dark Sorority. Hags maintain contact with each
other and share knowledge. Through such contacts, it
is likely that any given hag knows of every other hag
in existence. Hags don't like each other, but they abide
by an ageless code of conduct. Hags announce their
presence before crossing into another hag's territory,
bring gifts when entering another hag's dwelling, and
break no oaths given to other hags- as long as the oath
is n't given with the fingers crossed.
Some humanoids make the mistake of thinking that
the hags' rules of conduct apply to all creatures. When
confronted by such an individual, a hag might find it
amusing to string the fool along for a while before
teaching it a permanent lesson.
Dark Lairs. Hags dwell in dark and twisted
woods, bleak moors, storm-lashed seacoasts,
and gloomy swamps. In time, the landscape
around a hag's lair reflects the creature's
noxiousness, such that the land itself can
attack and kill trespassers. Trees twisted by
darkness attack passersby, while vines snake
through the undergrowth to snare and drag off
creatures one at a time. Foul stinking fogs turn
the air to poison, and conceal pools of quicksand and
sinkholes that consume unwary wanderers.
GREEN HAG
The wretched and hateful green hags dwell in dying
forests, lonely swamps, and misty moors, making
their homes in caves. Green hags love to manipulate
other creatures into doing their bidding, masking their
intentions behind layers of deception. They lure victims
to them by mimicking voices calling out for help, or
drive unwanted visitors away by imitating the cries of
fierce beasts.
Obsession with Tragedy. Green hags revel in
the failings and tragedies of other creatures. They
derive jby from bringing people low and seeing hope
turn into despair, not just for individuals but also for
whole nations.
Covens. A green hag that is part of a coven (see
the "Hag Covens" sidebar) has a challenge rating of
5 (1,800 XP).
Medium fey, neutral evil
Mimicry. The hag can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 Wisdom (Insight) cheok.
Armor Class 17 (natural armor)
Hit Points 82 (lld8 + 33)
Speed 30ft.
ACTIONS
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses darkvision 60ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability
is Charisma (spell save DC 12). She can innately cast the
following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Illusory Appearance. The hag covers herself and anythin g she is
wearing or carrying with a magical illusion that makes her look
like another creature of her general size and humanoid shape.
The illusion ends 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 physical
inspection. For example, the hag could appear to have smooth
skin, but someone touching her would feel her rough flesh.
Otherwise, a creature must take an action to visually inspect
the illusion and succeed on a DC 20 Intelligence (Investigation)
check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she
attacks or casts a spell, or until her concentration ends (as
if concentrating on a spell). While invisible, she leaves no
physical evidence of her passage, so she can be tracked only by
magic. Any equipment she wears or carries is invisible with her.
177
NIGHT HAG
Sly and subversive, night hags want to see the virtuous
turn to villainy: love turned into obsession, kindness
turned to hate, devotion to disregard, and generosity
to selfishness. Night hags take perverse joy in
corrupting mortals.
Night hags were once creatures of the Feywild, but
their foulness saw them exiled to Hades long ago, where
they degenerated into fiends. The night hags have long
since spread across the Lower Planes.
Sou/mongers. While a humanoid sleeps, a night hag
can straddle the person ethereally and intrude upon its
dreams. Any creature with truesight can see the hag's
spectral form straddling its prey. The ethereal hag fills
her victim's head with doubts and fears, in the hope of
tricking it into performing evil acts in the waking world.
The hag continues her nightly visitations until the victim
finally expires in its sleep. If the hag has driven her
victim to commit evil deeds, she traps its corrupted soul
in her soul bag (see the "Night Hag Items" sidebar) for
transport to Hades.
Covens. A night hag that is part of a coven (see
the "Hag Covens" sidebar) has a challenge rating of
7 (2,900 XP).
Magic Resistance. The hag has advantage on saving throws
against spells and oth er magical effects.
Medium fiend, neutral evil
ACTIONS
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
Claws (Hag Form Only). Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 13 (2d8 + 4) slashi ng damage.
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances cold, fire; bludgeoning, piercing, and
slashing from non magical weapons that aren 't silvered
Condition Immunities charmed
Senses darkvision 120ft., passive Perceptio n 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1 ,800 XP)
Innate Spellcasting. The hag's innate spellcasting ability is
Charisma (spell save DC 13, +5 to hit with spell attacks). She
can innately cast the following spells, requiring no material
components:
At will: detect magic, magic missile
2jday each: plane shift (self only), ray of enfeeblement, sleep
Change Shape. The hag magically polymorphs into a Small or
Medium female humanoid, or back into her true form. Her
statistics are the same in each form. Any eq uipment she is
wearing or carrying isn't transformed. She reverts to her true
form if she dies.
Etherealness. The hag magically enters the Ethereal Plane from
the Material Plane, or vice versa. To do so, the hag must have a
heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane, the
hag magically touches a sleeping humanoid on the Material
Plane. A protection from evil and good spell cast on the target
prevents this contact, as does a magic circle. As long as the
contact persists, the target has dreadful visions. If these visions
last for at least 1 hour, the target gains no benefit from its rest,
and its hit point maximum is reduced by 5 (1d10). If this effect
reduces the target's hit point maximum to 0, th e target dies,
and if the target was evil , its soul is trapped in the hag's soul
bag. The reduction to the target's hit point maximum lasts until
removed by the greater restoration spell or similar magic.
NIGHT HAG ITEMS
A night hag carries two very rare magic items that she must
craft for herself If either object is lost, the night hag will go
to great length s to retrieve it, as creating a new tool takes
time and effort.
Heartstone. This lustrous black gem allows a night hag
to become ethereal while it is in her possession . The touch
of a heartstone also cures any disease. Crafting a heartstone
takes 30 days .
Soul Bag. When an evil humanoid dies as a result of a
night hag's Nightmare Haunting, the hag catches the soul
in this black sack made of stitched flesh . A soul bag can hold
only one evil soul at a time, and only the night hag who
crafted the bag can catch a soul with it. Crafting a soul bag
takes 7 days and a humanoid sacrifice (whose flesh is used
to make the bag) .
....
,..
SEA HAG
Sea hags live in dismal and polluted underwater lairs,
surrounded by merrow and other aquatic monsters.
Beauty drives a sea hag to fits of anger. When
confronted with something beautiful, the hag might
simply attack it or deface it. If something beautiful gives
hope, a sea hag wants it to cause despair. If it inspires
courage, the sea hag wants it to cause fear.
Ugly Inside and Out. Sea hags are by far the ugliest
of a ll hags, with slimy scales covering their pallid skin.
A sea hag's hair resembles seaweed and covers her
emaciated body, and her glassy eyes seem as lifeless
as a doll's. Although a sea hag can hide her true form
under a veil of illusion, the hag is cursed to forever
appear ugly. Her illusory form appears haggard at best.
Covens. A sea hag that is part of a coven (see the "Hag
Covens" sidebar) has a challenge rating of 4 (1,100 XP).
Unless the target is surprised or the reve lation of the hag's
true fo rm is sudde n, the target can avert its eyes and avoid
making the initial savi ng throw. Until the start of its next turn ,
a creature that averts its eyes has disadvantage on attack rolls
agai nst the hag.
SEA HAG
Medium fey, chaotic evil
Armor Class 14 (natura l armor)
Hit Points 52 (7d8 + 21)
Speed 30ft., swim 40ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
ACT IO NS
INT
12 (+1)
WIS
12 (+1)
CHA
13 (+1)
Senses darkv ision 60ft., passive Perception 11
Languages Aquan, Common, Giant
Challenge 2 (450 XP)
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any hum anoid that starts its turn within
30 feet of the hag and can see the hag's true form must make
a DC 11 Wisdom saving throw. On a failed save, the creature is
frightened for 1 minute. A creature can repeat the saving throw
at the end of each of its turns , with disadvantage if the hag is
within line of sight, ending the effect on itself on a success. If
a creature's saving throw is successful or the effect ends for it,
the creature is immune to the hag's Horrific Appearance for the
next 24 hours.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slash ing damage .
Death Glare. The hag targets one frightened creature she can
see within 30 feet of her. If the target can see the hag, it must
succeed on a DC 11 Wisdom saving throw aga in st this magic or
drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she
is wearing or carrying with a magical illu sion that makes her
look like an ugly creature of her general size and humanoid
shape. The effect ends 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 physical
inspection. For example, the hag could appear to have no
claws, but someone touching her hand might feel the claws.
Otherwise, a creature must take an act ion to visually inspect
the illusion and succeed on a DC 16 Intelligence (Investigation)
check to di sce rn that the hag is disguised.
T79
•
.-.~
r '
\
HALF :... DRAGON
HALF-RED DRAGON VETERAN
Medium humanoid (h uman), any alignment
Armor Class 18 (plate)
Hit Points 65 (10d8 + 20)
Speed 30ft.
When a drago~· in polymorphed form mates with
another creature, the union sometimes produces halfdragon offspring. A creature might also transform into
a half-dragon as a result of a mad wizard's spell or a
ritual bath in dragon's blood. In all these cases, the
result is a creature that combines the
essence of a dragon with the form of its
original race. Regard less of their origins,
all half-dragons have similar features and
appearance, gaining special senses, resistance to
destructive energy, and a breath weapon.
Draconic Nature. Half-dragons are incapable
of having natural born offspring. Those that wish
to propagate must find other ways to do so, almost
always involving magic. By way of compensation, halfdragons are blessed with long life. Barring unforeseen
misfortune, a typical half-dragon's life expectancy is
twice that of its nondraconic line, so that a half-dragon
human might live more than a century and a half.
Half-dragons inherit personality traits common to
their draconic heritage, so that half-gold dragons are
often shy and secretive, while half-copper dragons are
impish and playful. Half-green dragons are deceitful,
while half-white dragons are often dim-witted brutes.
These traits are tempered by a half-dragon's other
lineage, but greed, arrogance, and paranoia are qualities
that even good-aligned half-dragons often possess.
HALF- DRAGON TEMPLATE
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +2
Damage Resistances fire
Senses blindsight 10 ft., darkvision 60ft., passive Perception 12
Languages Common, Draconic
Challenge 5 (1 ,800 XP)
ACTIONS
Multiattack. The veteran makes two longsword attacks. If it
has a shortsword drawn, it can also make a shortsword attack.
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.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft ., one
target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
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.
REACTIONS
Parry. The veteran adds 3 to its AC against one melee attack
that would hit it. To do so, the veteran must see the attacker
and be wielding a melee weapon.
r8o
HALF- DRAGON
A beast, humanoid, giant, or monstrosity can become a
half-dragon. When a creature becomes a half-dragon, it
retains all its statistics except as noted below.
Senses. The half-dragon gains blindsight with a
radius of 10 feet and darkvision with a radius of 60 feet.
Resistances. The half-dragon gains resistance to a
type of damage based on its color.
Color
Black or copper
Blue or bronze
. Brass, gold, or red
Green
Silver or white .
Damage Resistance
Acid
Lightning
Fire
Poison
Cold
Languages. The half-dragon speaks Draconic in
addition to any other languages it knows.
New Action: Breath Weapon. The half-dragon has
the breath weapon of its dragon half. The half-dragon's
size determines how this action functions.
Size
Large or smaller
Huge
Gargantuan
Breath Weapon
As a wyrmling
As a young dragon
As an adult dragon
SAMPLE HALF- DRAGON
Here the half-dragon template has been applied to a
human veteran to create a half-red dragon veteran.
Splint armor has been replaced with plate.
HARPY
Taking glee in suffering and death, the sadistic harpy
is always on the hunt for prey. Its sweet song has lured
countless adventurers to their deaths, drawing them in
close for the harpy to kill and then consume.
A harpy combines the body, legs, and wings of a
vulture with the torso, arms, and head of a human.
Its wicked talons and bone club make it a formidable
threat in combat, and its eyes reflect the absolute evil
of its soul.
Divine Curse. Long ago, an elf wandering a forest
heard birdsong so pure and wholesome that she was
moved to tears. Following the music, she came upon
a clearing where stood a handsome elf youth who had
also paused to hear the bird's song. This was Fenmarel
Mestarine, a reclusive elf god. His divine presence stole
her heart as he fled, vanishing into the woods as if he
was never there.
Though the elf searched the woods and called for her
stranger, she found no sign of his passage. Driven o1
despair by her longing, she begged the gods to help her.
Aerdrie Faenya, elf goddess of the sky, heard the elf's
cries and was moved to her aid. She appeared as the
bird whose song had entranced the outcast god, then
taught that song of beauty and seduction to the elf.
. When her singing failed to draw Fenmarel Mestarine
to her ~ide, the elf cursed the gods, invoking a dreadful
power and transforming her into the first harpy. The
curse worked its magic on the elf's spirit as well as
her body, turning her desire for love into a hunger for
flesh, even as her beautiful song continued to draw
creatures to her deadly embrace.
Harpy Song. To hear a harpy's song is to hear music
more beautiful than anything else in the world. A
traveler that succumbs the entrancing effect of that
singing is compelled to blunder toward its source. A
harpy sometimes charms victims before it attacks, but
a more effective use of its song is to lure prey over cliffs,
into bogs and quicksand, or into deadly pits. Creatures
trapped or incapacitated then become easy targets for
the harpy's wrath.
Sadistic Cowards. Harpies haunt bleak coastal cliffs
and other places hazardous to non-flying creatures.
Harpies have no interest in a fair fight, and they
never attack unless they have a clear advantage. If
a fight turns against a harpy, it lacks the cunning to
adapt and will flee and go hungry rather than risk
straight-up combat.
When they attack, harpies play with their food,
delighting in the "music" their victims make as they
scream. A harpy takes its time dismembering a helpless
foe and can spend days torturing a victim before the
merciful end.
Gruesome Collectors. Harpies take shiny baubles,
valuable objects, and other trophies from their victims,
sometimes fighting with each other for the right to claim
the choicest prizes. When no valuable objects can be
found, a harpy takes hair, bones, or body parts to line
its nest. A harpy's lair is usually hidden in remote r'u ins,
where adventurers can discover valuable treasure and
magic hidden beneath foul piles of offal.
Armor Class 11
Hit Points 38 (7d8 + 7)
Speed 20 ft. , fly 40ft.
STR
12 (+1)
DEX
13 (+1)
CON
INT
12 (+1)
7 (- 2)
WIS
10 (+0)
CHA
13 (+1)
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)
to
ACTIONS
Multiattack. The harpy makes two attacks : one with its claws
and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear
the song must succeed on a DC 11 Wisdom saving throw or
be charmed until the song ends . The harpy must take a bonus
action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is
more than 5 feet away from the harpy, the target can take
the Dash action on its turn to move toward the harpy by the
most direct route. It doesn't avoid opportunity attacks, but
before moving into damaging terrain, such as lava or a pit, and
whenever it takes damage from a source other than the harpy,
a target can repeat the saving throw. A creature can also repeat
the saving throw at the end of each of its turns . If a creature's
saving throw is successful , the effect ends on it.
A target that successfully saves is immune to this harpy's
song for the next 24 hours.
Medium fiend, lawful evil
HELLHOUND
Monstrous, fire-breathing fiends that take the form of
powerful dogs, hell hounds are found on the battlefields
of Acheron and throughout the Lower Planes. On the
Material Plane, hell hounds are most commonly seen
in service to devils, fire giants, and other evil creatures
that use them as guard animals and companions.
Burning Hunger. Hell hounds hunt in packs, feeding
on any creature that appears edible. They avoid
potentially dangerous foes in favor of targeting the
weakest prey with their savage bite and fiery breath,
demonstrating a relentless determination as they pursue
that prey to the bitter end.
When hell hounds feed, the flesh they consume stokes
the infernal fires that burn within them. When a hell
hound dies, that fire consumes the creature's remains
in a billowing eruption of smoke and blazing embers,
leaving nothing behind but scorched tufts of black fur.
Evil to the Core. Hell hounds are smarter than
mundane beasts, and their lawful nature makes them
good at following orders. However, a hell hound's evil
disposition means that the creature can't be trained to
be anything other than a ruthless killer. If a hell hound
isn't allowed to indulge its malevolent hunger, it quickly
abandons or turns against its master.
Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (- 2)
Skills Perception +5
Damage Immunities fire
Senses darkvision 60ft., passive Perception 15
Languages understands Infernal but can't speak it
Challenge 3 (700 XP)
Keen Hearing and Smell. The hound has advantage on Wisdom
(Perception) checks that rely on hearing or sme ll.
Pack Tactics. The hound has advantage on an attack roll
aga in st a creature if at least one of the hound's allies is within 5
feet of th e creature and the ally isn't incapacitated .
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6}. The hound exhales fire in a 15-foot
cone. Each creature in that area must make a DC 12 Dexterity
saving throw, taking 21 (6d6) fire damage on a failed save, or
half as much damage on a successfu l one.
HELMED HORROR
This construct possesses intelligence, the ability
to reason and adjust its tactics, and an unswerving
devotion to its maker that persists even after its
maker's demise. Resembling an animated suit of
empty plate armor, a helmed horror serves without
ambition or emotion.
Magical Purpose. Though it takes more magical
resources to create a helmed horror than a lesser
suit of animated armor, the helmed horror requires
less direction and maintenance as it carries out its
appointed tasks. A helmed horror follows its orders
with complete loyalty, and is intelligent enough to
understand the difference between an order's intent and
its exact wording. Unlike many constructs, it seeks to
fulfill the former rather than slavishly follow the latter.
Tactical Cunning. A helmed horror fights with
the cunning of a skilled warrior, taking to the air as
it attacks weaker characters and spellcasters first.
However, a helmed horror lacks the insight to change
its environment, fortify it, or otherwise take active
measures to improve its defensive position.
Constructed Nature. A helmed horror doesn't
require air, food, drink, or sleep.
HELMED HORROR
Medium construct, neutral
Armor Class 20 (plate, shield)
Hit Points 60 (8d8 + 24)
Speed 30ft., fly 30ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from
non magical weapons that aren't adamantine
Damage Immunities force, necrotic, poison
Condition Immunities blinded, charmed , deafened , frightened,
paralyzed, petrified, poisoned, stunned
Senses blind sight 60ft. (blind beyond this radius) ,
passive Perception 14
Languages understands the languages of its creator but
can 't speak
Challenge 4 (1 ,100 XP)
Magic Resistance. The helm ed horror has advantage on saving
throws aga in st spe lls and other magical effects .
Spell Immunity. The helmed horror is immune to three spells
chosen by its creator. Typical immunities includ e fireball, heat
metal, and lightning bolt.
ACTIONS
Multiattack. The helmed horror makes two lon gsword attacks .
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
slashing damage if used with two hands.
1
HIPPOGRIFF
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
. 17 (+3)
HIPPO GRIFF
A beast whose magica l origins are lost to history, a
hippogriff possesses the wings and forelimbs of an
eagle, the hindquarters of a horse, and a head that
combines the features of both animals.
Reclusive and omnivorous, hippogriffs mate for life
and seldom venture more than a few miles from their
nest. When defending its mate or its young, a hippogriff
fights to the death. Hippogriffs don't lay eggs but give
birth to live young.
Dragons, griffons, and wyverns have a taste for
hippogriff meat and frequently prey on these creatures.
Flying Mounts. A hippogriff raised in captivity can be
trained to be a faithful companion and mount. Of all the
creatures that can serve as flying mounts, hippogriffs
are among the easiest to train and the most loyal once
trained properly.
DEX
13 (+1)
CON
13 (+1 )
INT
2 (- 4)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5
Senses pass ive Perceptio n 15
Languages Challenge 1 (200 XP)
Keen Sight. The hippogriffhas advantage on Wisdom
(Perception) checks th at rely on s ight.
ACTIONS
Multiattack. The hippogriff ma kes two attacks: one with its
beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one t arget.
Hit: 8 (1d10 + 3) pierci ng d amage.
Claws. Melee Weapon Attack: +5 to hit , reach 5 ft. , one target.
Hit: 10 (2d6 + 3) s lash ing damage.
War horns sound, stones fly from catapults, and the
thunder of a thousand booted feet echoes across
the land as hobgoblins march to battle. Across the
borderlands of civilization, settlements and settlers
must contend with these aggressive humanoids, whose
thirst for conquest is never satisfied.
Hobgoblins have dark orange or red-orange skin, and
hair ranging from dark red-brown to dark gray. Yellow
or dark brown eyes peer out beneath their beetling
brows, and their wide mouths sport sharp and yellowed
teeth. A male hobgoblin might have a large blue or red
nose, which symbolizes virility and power a mong
goblinkin. Hobgoblins can live as long as humans,
though their love of warfa re and battle means
that few do.
Goblinoids. Hobgoblins belong to a family of
creatures ca lled goblinoids. They are often found
lording over their cousins, the smaller goblins and the
ferocious bugbears.
Martial Might. A hobgoblin measures virtue by
physical strength and martial prowess, caring about
nothing except the opportunity to demonstrate skill
and cunning in battle. Hobgoblins of high military
rank attain their positions by force, then hold those
positions by imposing th e i~ authority through
draconian measures.
Hobgoblins tra in to fight with a va riety of weapons,
and have great skill at crafting arms, armor, siege
engines, and other. military devices. Organized and
disciplined, they take exceptional ca re oftheir weapons,
armor, and personal possessions. They favor the bold
colors associated with their tribes, a nd trim their
often-elaborate uniforms with blood-red piping and
leather dyed black.
Military Legions. Hobgoblins organize themselves
into tribal bands known as legions. In their martial
society, every hobgoblin has a rank, from the powerful
leaders and champions, to the rank-a nd-file foot
soldiers, to the goblins that find themselves driven
into the front lines at spear point. A legion is headed
by a warlord with several captains serving under its
command. A hobgoblin wa rlord is a ruthless tyra nt
more interested in strategy, victory, glory, reputation,
and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their
own legion , rival legions compete cons ta ntly for
reputation and s tatus. Meetings between legions
erupt in violence if troops aren't restrained, and only
exceptionally powerful leaders can force legions to
cooperate on the battlefi eld.
Strategic Thinkers. Hobgoblins have a strong grasp
of tactics and discipline, and can carry out sophisticated
battle plans under the direction of a strategically
minded leader. However, they hate elves and attack
them first in battle over any other opponents, even if
doing so would be a tactical error.
Legions often s upplement their ran ks with less
reliable a nd more expendable troops, including goblins,
bugbears, orcs, evil humans, ogres, and giants.
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Beast Trainers. Hobgoblins have a long history of
training a nimals to service. Like the more civilized
races, they use oxen and horses to transport goods
and weaponry over long distances. T hey communicate
with each other us ing tra ined ravens, and keep vicious
wolves to guard prisoners and protect hobgoblin camps.
Hobgoblin cavalry use trained worgs as steeds, in the
same way that goblins ride wolves. Some tribes even
keep carnivorous apes as fighting beasts.
Conquer and Control. Hobgoblins claim la nds
with abundant resources, and they can be found in
forests and mounta ins, near mines and huma noid
settlements, and anywhere else that wood, meta l, and
potential s laves can be found. They build a nd conquer
.,
'
s trongholds il} ~trategically advaritageous locations,
which they then use as staging a reas to expand
their territory.
Hobgoblin warlords never tire of combat, but
they don't take up arms lightly. Before they attack,
hobgoblins conduct thorough reconnaissance to gauge
the strengths a nd weaknesses of their foes. When
assaulting a stronghold, they s urround it first to cut off
escape routes and s upply lines, then s lowly starve their
enemies out.
Hobgoblins fortify their own holdings, bolstering
existing defenses with innovations of their own.
Whether they lair in cavern complexes, dungeons,
ruins, or forests, they protect their strongholds with
ditches, fences, gates, guard towers, pit traps, and crude
catapults or ballistas.
Legion ofMaglubiyet. Hobgoblins worship
Maglubiyet the Mighty One, the greater god of
goblinoids. As terrifyi ng as this figure is, hobgoblins
don't fear death, believing that when they die in battle ,
their spirits join the honored ranks of Maglubiyet's army
on the pla ne of Acheron.
E OUR SH I ELDS ,
.
OUR SL A. OES ,
TH EY FALL B ENEATHS TO c. oNQ.UER ,
TH EY BR E AK a E FOR
TH E IR HO ME I S o u R
OUR SLAV ES.
TH E I R C HI L DR E N
I
A c. H ERO N /
A c. H E RON·
VI CTOR Y I S ouRS /
- TRANSLA
HOBGOBLIN CAPTAIN
T I ON OF A
Medium humanoid (goblinoid), lawful evil
1-ioaGoBLIN WAR CHANT
Armor Class 17 (half plate)
Hit Points 39 (6d8 + 12)
Speed 30ft.
STR
15 (+2)
Medium humanoid (goblinoid), lawful evil
13 (+1)
DEX
12 (+1)
CON
12 (+1 )
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)
Martial Advantage. Once per turn, the ho bgo blin ca n deal an
extra 7 (2d6) damage to a creatu re it hits with a weapon attack
if th at creature is within 5 feet of an ally of the hobgoblin th at
isn't inca pacitated.
ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1 d8 + 1) slashing damage, o r 6 (1d10 + 1)
slashin g damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
!86
HOBGOBLINS
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)
Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR
DEX
14 (+2)
Martial Advantage. Once per turn, the ho bgo blin can deal
an extra 10 (3d6) damage to a creature it hits with a weapon
attack if that creature is with in 5 feet of an ally of the hobgoblin
that isn't incapacitated.
ACTIONS
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft ., one
target. Hit: 9 (2d6 + 2) piercing da mage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft . or
ran ge 30/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). Fo r 1
minute, the hobgobl in can utter a special command or warn ing
whenever a nonhostile creature that it can see within 30 feet
of it makes an attack roll o r a saving throw. The creature can
add a d4 to its roll provided it can hear and understand the
hobgoblin. A creatu re can benefit from only one Leadership die
at a ti me. This effect ends if the hobgoblin is incapacitated.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
Medium humanoid (goblinoid), lawful evil
Armor Class 20 (plate, shield)
Hit Points 97 (13d8 + 39)
Speed 30ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws lnt +5, Wis +3, Cha +5
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Challenge 6 (2,300 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an
extra 14 (4d6) damage to a creature it hits with a weapon attack
if that creature is within 5 feet of an ally of the hobgoblin that
isn't incapacitated.
ACTIONS
Multiattack. The hobgoblin makes three melee attacks.
Alternatively, it can ma ke two ranged attacks with its javelins.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is
Large or smaller, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (1 d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1
minute, th e hobgoblin can utter a special command or warning
whenever a non hostile creature that it can see within 30 fe et
of it makes an attack roll or a saving throw. The creature can
add a d4 to its roll provided it can hear and understand the
hobgoblin. A creature can benefit from only one Leadership die
at a time. This effect ends if the hobgoblin is incapacitated.
REACTIONS
Parry. The hobgoblin adds 3 to its AC against one melee attack
that would hit it. To do so, th e hobgo blin must see the attacke r
and be wielding a melee weapon.
Tiny construct, neutral
Armor Class 13 (nat u ra l armor)
Hit Points 5 (2d4)
Speed 20 ft., fly 40ft.
STR
4 (- 3)
DEX
15 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Damage Immunities po ison
HOMUNCULUS
--- - -....,;i;l4 Condition Immunities c ha rmed, poisoned
Shaping a mixture of clay, ash, mandrake root, and
blood, one can channel rare ritual magic to create a
faithful, squirrel-sized companion.
A homunculus is a construct that acts as an extension
of its creator, with the two sharing thoughts, senses,
and language through a mystical bond. A master can
have only one homunculus at a time (attempts to create
another one always fail), and when its master dies, the
homunculus also dies.
Shared Mind. A homunculus knows everything its
creator knows, including all the languages the creator
can speak and read. Likewise, everything the construct
senses is known to its master, even over great distances,
provided both are on the same plane. Functioning as a
spy, a scout, an emissary, or a messenger, a homunculus
is an invaluable servant for a spellcaster engaged in
secret experimentation or adventuring.
r88
Senses d arkvision 60ft., passive Perceptio n 10
Languages understa nds t he languages of its creator but
can't speak
Challenge 0 (10 XP)
Telepathic Bond. While the homuncu lus is o n the same
plane of existence as its master, it can magica lly convey
what it senses to its master, and the two can communicate
telepathical ly.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creatu re.
Hit: 1 piercing damage, and the target must s ucceed on
a DC 10 Constitution saving th row or be poisoned fo r 1
minute. If the saving throw fai ls by 5 or more, the target is
instead poisoned for 5 (1d10) minutes and un conscious whi le
poisoned in this way.
HooK HORROR
Large monstrosity, neutral
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30ft., climb 30ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Senses blindsight 60ft., darkvision 10ft., passive Perception 13
Languages Hook Horror
Challenge 3 (700 XP)
Echolocation. The hook horror can't use its blindsight
while deafened.
Keen Hearing. The hook horror has advantage on Wisdom
(Perception) checks that rely on hearing.
ACTIONS
Multiattack. The hook horro r makes two hook attacks .
Hook. Melee Weapon Attack: +6 to hit , reach 10ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
A fierce predator of the Underdark, the hook horror
aggressively defends its hunting grounds. The
subterranean caverns where these creatures dwell echo
with the constant clacking and scraping of their hooks
as they wend their way up cliffs and along cavern walls.
The monstrous hook horror has a head resembling a
vulture's and the torso of an enormous beetle, with an
exoskeleton studded by sharp, bony protuberances. It
gains its name from its long, powerfully built arms a.nd
legs, which end in wickedly curved hooked claws.
Echoes in the Dark. Hook horrors communicate by
striking their hooks against their exoskeletons or the
stone surfaces around them. What sounds to others like
random clacking noise is actually a complex language
that only hook horrors understand, and which carries
for miles through the echoing Underdark.
Pack Predators. The omnivorous hook horrors eat
lichens, fungi, plants, and any creature they can catch.
A hook horror's hooked limbs give it excellent purchase
on rock surfaces, and these creatures use their
climbing skills to ambush prey from above. They hunt
in packs, working together against the largest and most
dangerous opponents. If a battle goes poorly, a hook
horror quickly climbs a cavern wall to flee.
Dedicated Clans. Hook horrors live in extended
family groups or clans. Each clan is ruled by the eldest
female, who typically places her mate in charge of
the clan's hunters. Hook horrors lay eggs, which are
clustered in a central, well-defended area of a clan's
home caverns.
!89
HYDRA
The hydra is a reptilian horror with a crocodilian body
and multiple heads on long, serpentine necks. Although
its heads can be severed, the hydra magically regrows
' them in short order. A typical specimen has five heads.
At the dawn of time, Tiamat, the Queen of Evil
Dragons, slew a rival dragon god named Lernaea and
cast her blood across the multiverse. Each drop that fell
upon a world spawned a multi-headed hydra consumed
by a hunger as great as the fallen god's hatred. Great
champions are known to test their mettle against these
fearsome creatures.
Everlasting Hunger. A rapacious and gluttonous
monster, a hydra snatches and tears ~part its prey in a
frenzy of feeding. When a hydra has cleared a territory
of food and driven off any creatures smart enough to
avoid it, it moves on to seek its meals elsewhere. A
hydra's hunger is so great that if it can't feed, it might
turn against itself, its heads attacking each other as the
creature eats itself alive.
Hardy Water DweJJers. Hydras are natural
swimmers, dwelling in rivers, along lakeshores, in
ocean shallows, and in wetland bogs. A hydra rarely
requires shelter from the elements, so it doesn't
normally have a lair. Only in colder climes are hydras
drawn to the protection of sheltered caverns and ruins.
When a hydra sleeps, at least one of its heads remains
awake and alert, making the creature difficult to catch
by surprise.
Huge monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30ft., swim 30ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (- 2)
Skills Perception +6
Senses darkvision 60ft., passive Pe rception 16
Languages Challenge 8 (3 ,900 XP)
Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra ha s five heads . While it has more
than one head, the hydra has advantage on 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.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.
Multiattack. The hydra makes as many bite attacks as it
has heads.
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
190
WE HAVE NO INTENTION OF
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- QORIK EL" L K
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INTELLECT DEVOURER
An intellect devourer resembles a walking brain
protected by a crusty covering and set on bestial clawed
legs. This foul aberration feeds on the intelligence of
sentient creatures, taking over a victim's body on behalf
of its mind ftayer masters.
1/lithid Creations. Mind ftayers breed intellect
devourers to serve as roaming hunters of the
Underdark, creating an intellect devourer by taking the
brain of a thrall and subjecting it to a horrible ritual. As
it sprouts legs, the brain becomes an intelligent predator
as twisted and evil as its masters.
Deadly Puppet Masters. An intellect devourer
consumes a creature's mind and memories, then turns
the host body into a puppet under its control. An intellect
devourer typically uses its puppet host to lure others
into the domain of the mind flayers to be enthralled
or consumed.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.
INTELLECT DEVOURER
Tiny aberration, lawful evil
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40ft.
STR
6 (- 2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing, and sl ashing from
non magical weapons
Condition Immunities blinded
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 12
languages understands Deep Speech but can 't speak,
telepathy 60ft.
Challenge 2 (450 XP)
Detect Sentience. The intellect devourer can sense the
presence and location of any creature within 300 feet of it that
has an Intelligence of 3 or higher, regardless of interposing
barriers, unless the creature is protected by a mind blank spell.
ACTIONS
Multiattack. The intellect devourer makes one attack with its
claws and uses Devour Intellect.
Devour Intellect. The intellect devourer targets one creature
it can see within 10 feet of it that has a brain. The target must
succeed on a DC 12 Intelligence saving throw aga inst this
magic or take 11 (2d10) psychic damage. Also on a failure,
roll3d6: If the total equals or exceeds the target's Intelligence
score, that score is reduced to 0. The target is stunned until it
regains at least one point of Intelligence .
Body Thief. The intellect devourer initiates an Intelligence
contest with an incapacitated humanoid within 5 feet of it. If
it wins the contest, the intellect devourer magically consumes
the target's brain, teleports into the target's skull, and takes
control of the target's body. While inside a creature, the
intellect devourer has total cover against attacks and other
effects originating outs id e its host. The intellect devourer
retains its Intelligence, Wisdom, and Charisma scores, as
wel l as its understanding of Deep Speech, its telepathy, and
its traits. It otherwise adopts the target's statistics. It knows
everyth in g the creature knew, including spel ls and languages.
If the host body drops to 0 hit points, the intellect devourer
must leave it. A protection from evil and good spell cast on the
body drives the intellect devourer out. The intellect devourer
is also forced out if the target regains its devoured brain by
means of a wish. By spending 5 feet of its movement, the
intellect devourer can voluntarily leave the body, teleporting to
the nearest unoccupied space within 5 feet of it. The body then
dies, unless its brain is restored within 1 round .
INVISIBLE STALKER
Armor Class 14
Hit Points 104 (16d8 + 32)
Speed 50 ft., fly 50 ft. (hover)
STR
16 (+3)
DEX
19 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Perception +8, Stealth +10
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled , paralyzed,
petrified, poisoned, prone, restrained, unco nscious
Senses da rkvision 60ft., passive Perception 18
Languages Au ran, understands Common but doesn't speak it
Challenge 6 (2 ,300 XP)
Invisibility. The stalke r is invi sible.
Faultless Tracker. Th e stalke r is give n a qu arr y by its
summoner. The sta lker knows th e di rection and di stance to
its qu arry as long as the two of th em are on th e sa me pl ane of
existence. The stalker al so knows the locati on of its summoner.
Multiattack. Th e stalker makes two slam attac ks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft. , on e target.
Hit: 10 (2d6 + 3) bludgeo ning damage.
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~NVlSIBLE
STALKER
An invisible stalker is a n air elemental that has been
s ummoned from its native plane a nd tra nsformed
by powerful magic. Its sole purpose is to hunt down
creatures a nd retrieve objects for its summoner. When
it is defeated or the magic that binds it expires, an
invisible sta lker va nishes in a gust of wind.
Directed Hunter. When an invis ible sta lker is created,
it stays at its summoner's side until it is given a task to
perform . If an assignment doesn't involve hunting down
. and slaying a s pecific creature or recovering an object,
the magic that created the invisible s talker ends and
the elementa l is released. Otherwise, it completes the
task, then returns to its s ummoner fo r more comma nds,
fo rced to serve until the magic that binds it expires. If
its summoner dies in the interim, the invisible s talker
vanishes after completing its task.
An invisible sta lker is an unwilling servant at best.
It resents any undertaking assigned to it. A mission
that requires significant time might drive the invisible
sta lker to pervert the intent of a command unless it is
worded carefully.
Unseen Threat. Invis ible s ta lkers a re composed of a ir
and are natura lly invis ible. A creature might hear and
feel an invis ible s talker in passing, but the elemental
remains invis ible even when it attacks . A s pell that
a llows someone to see the invisible reveals only the
invisible stalker's vague outline .
Elemental Nature. An invisible stalker requires no
air, food , drink, or sleep.
jACKALWERE
Ordinary jacka ls tainted by demonic power, jackalweres
haun t roads and trails, waylaying and murdering
those they meet.
Ajackalwere has three physica l forms that it shifts
between. In its true form , it is indistinguishable
from a normal jackal. It can ta ke human form, often
appearing gaunt and affecting a wretched demeanor to
beg goodwill from strangers. When travelers welcome
a jackal were into their midst, the monster adopts its
human-sjzed hybrid form , with the fur and head of a
jackal but standing on two legs as it attacks.
Beguilers and Cowards. The demon lord Graz'zt
created jackalweres to serve his devoted servants, the
lamias. Reaching out from the Abyss, he bestowed
jackals with the gift of speech and the ability to assume
huma noid forms. Ajackalwere is born to lie, and
perceptive creatures might notice it wincing in pain
when it spea ks the truth.
A jackalwere prefers to fi ght alongside jackals and
others of its kind. Under the direction of jackalweres,
jacka ls are fierce and loyal compa nions .
Supernatural Servants. Jac kalweres kidnap
humanoids for their lamia masters, condemning
victims to 'a lifetime of slavery or an agonizi ng death. A
jackalwere's magical gaze renders a foe unconscious,
allowing the mons ter to bind a creature or drag it away.
Ajackalwere might also use its gaze to incapacitate a
deadly enemy long enough to make good its escape.
Keen Hearing and Smell. The jackalwere has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The jacka lwere has advantage on an attack roll
against a creature if at least one of the jackalwere's allies is
within 5 feet of the creature and the ally isn 't incapacitated.
Armor Class 12
Hit Points 18 (4d8)
Speed 40ft.
ACTIONS
STR
11 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
.Skills Deception +4, Perception +2, Stealth +4
Immunities bludgeoning, piercing, and slashing damage from
non magical weapons that aren't silvered
Senses passive Perception 12
Languages Common (can't speak in jackal form)
Challenge 1/2 (100 XP)
Shapechanger. The jackalwere can use its action to polymorph
into a specific Medium human or a jackal-humanoid hybrid, or
back into its true form (that of a Small jackal). Other than its
size, its statistics 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 .
Bite ljackal or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reac h 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage .
Scimitar (Human or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (ld6 + 2)
slashing damage.
Sleep Gaze. The jackalwere gazes at one creature it can see
within 30 feet of it. The target must make a DC 10 Wisdom
saving throw. On a failed save, the target succ umbs to a
magical sl umber, falling unconscious for 10 minutes or until
someone uses an action to shake the target awake. A creature
that successfully saves against the effect is immune to this
jacka lwere's gaze for the next 24 hours. Undead and creatures
immune to being ch armed aren't affected by it.
193
KENKU
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Dece ptio n +4, Pe rce pti on +2, Stea lt h +5
Senses pass ive Perceptio n 12
Languages und ers tands Au ra n and Com mon but spea ks o nly
through th e use of its Mim icry trait
Challenge 1/4 (50 XP)
Ambusher. The kenku has advantage on attack rolls against any
creature it has surprised.
Mimicry. The kenku can mimic any sounds it has heard,
including voices. A creature that hears the sounds can tell they
are imitations with a successful DC 14 Wisdom (Insight) check .
ACTIONS
Shortsword. Mele e Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft. ,
one target. Hit: 6 (1d6 + 3) piercing damage.
194
Kenku are feathered humanoids that wander the world
as vagabonds, driven by greed. They can perfectly
imitate any sound they hear.
Fallen Flocks. Kenku wear ill-fitting cloaks, robes,
and rags. These garments cover the soft, sleek feathers
of their bodies, shrouding their bare arms and legs.
They tread lightly when they walk, on talons made for
grasping the branches of trees and seizing prey from the
lofty skies. Soft as the wind they move, so as not to draw
attention to their shameful forms.
Once, the kenku held the wind in their wings,
embracing the gusty sky and singing the sweet language
of birdsong. Serving a master whose identity is now
lost to their memory, the kenku coveted the glittering
baubles of his household, and longed to speak so
that they could cajole and swindle others out of such
treasures. Stealing the secret of speech from a volume
in their master's library, they disguised themselves
in rags to beg for pretty things. When their master
learned of their greed, he stripped away their wings as
punishment, forcing them to beg forever.
Speech in Pantomime. Kenku can mimic the sound
of anything they hear. A kenku asking for money might
make the sound of coins clinking t9gether, and a
kenku referring to a busy marketplace can reproduce
the cacophony of hawking vend9rs, barking dogs,
bleating sheep, and the cries of street urchins. When
mimicking voices, they can only repeat words and
phrases they have heard, not create new sentences.
To converse with a kenku is to witness a performance of
imitated sounds and almost nonsensical verse.
Kenku speak to one another in much the same
way. Because they are adept at interpreting one
another's glances and gestures, the sounds they make
to communicate complex ideas or emotions can be
succinct. Groups of kenku also develop secret codes.
For example, a eat's meow might be the secret code for
"Prepare to attack!" or "Flee for your lives!"
Their talent for mimicry extends to handwriting, and
criminal organizations often employ kenku to forge
documents. When a kenku commits a crime, it might
forge evidence to implicate another creature.
The Wistful Wingless. All kenku pine for the ability
to fly, and thus the punishments they mete out to one
another often involve false wings, such as heavy wings
of wood borne as a mark of shame. As a final, tragic
reminder of the wings they once had, kenku carry
out executions by hurling their condemned from tall
buildings or cliffs.
KoBOLDS
Kobolds are craven reptilian humanoids that worship
evil dragons as demigods and serve them as minions
and toadies. Kobolds inhabit dragons' lairs when they
can but more commonly infest dungeons, gathering
treasures and trinkets to add to their own tiny hoards.
Strength in Numbers. Kobo Ids are egg-laying
creatures. They mature quickly and can live to be
"great wyrms" more than a century old. However,
many kobolds perish before they reach the end of
their first decade. Physically weak, they are easy prey
for predators. This vulnerability forces them to band
together. Their superior numbers can win battles
against powerful adversaries, but often with massive
casualties on the kobold side.
Tunnelers and Builders. Kobolds make up for their
physical ineptitude with a cleverness for trap making
and tunneling. Their lairs consist of low tunnels
through which they move easily but which hinder larger
humanoids. Kobolds also riddle their lairs with traps.
The most insidious kobold traps make use of natural
hazards and other creatures. A trip wire might connect
to a spring-loaded trap that hurls clay pots of flesheating green slime or flings crates of venomous giant
centipedes at intruders.
The'Lost God. In addition to the dragons they revere,
kobolds worship a lesser god named Kurtulmak.
Legends speak of how Kurtulmak served as Tiamat's
vassal in the Nine Hells until Gar! Glittergold, the god
of gnomes, stole a trinket from the Dragori Queen's
hoard. Tiamat sent Kurtulmak to retrieve the trinket,
but Gar! Glittergold played a trick on him, collapsing the
earth and trapping the kobold god in an underground
maze for eternity. For this reason, kobolds hate gnomes
and pranks of any kind. Kurtulmak's most devoted
worshipers dedicate themselves to finding and releasing
their lost god from his prison-maze.
Winged Kobolds. A few kobo Ids are born with
leathery wings and can fly. Known
as urds, they like to lurk on high
ledges and drop rocks
on passersby. Although
the urds' wings are seen
as gifts from Tiamat, the
D~agon Queen, wingless
kobolds are envious of
those gifts and don't get
along with the urds.
WINGED KOBOLD
KOBOLD
Small humanoid (kobold), lawful evil
Armor Class 13
Hit Points 7 (3d6 - 3)
Speed 30 ft ., fly 30 ft.
STR
7 (- 2)
DEX
16 (+3)
Armor Class 12
' Hit Points 5 (2d6 - 2)
Speed 30ft.
CON
9 (-1)
INT
8 (- 1)
WIS
7 (- 2)
CHA
8 (- 1)
STR
7 (-2)
Senses darkvision 60ft. , pass ive Perce ption 8
Languages Common, Draconic
Challenge 1/4 (50 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
(Pe rception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold's allies is within
5 feet of the creatu re and the ally isn't incapacitated.
DEX
15 (+2)
CON
9 (- 1)
INT
8 (- 1)
WIS
7 (- 2)
CHA
8 (-1)
Senses darkvision 60ft., passive Perce ption 8
Languages Common , Draconic
Challenge 1/8 (25 XP)
Sunlight Sensitivity. While in sunlight, the kobol d has
disadvantage on attack roll s, as well as on Wisdom
(Perception) checks that rely on sight.
Pack Tactics. The kobold has adva ntage on an attack roll
against a creature if at least one of the kobold's alli es is within
5 feet of the creature and the ally isn't incapacitated .
ACTIONS
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit,
one target directly below the kobo ld. Hit: 6 (1d6 + 3)
bludgeoning damage.
A CT IONS
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft. , one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
T95
K
.·
'
E:N''ilf·
"
Beneath the waves, the kraken sleeps for untold
age~,''awaiting some fell sign or calling. Land-born
mortals who sail the open sea forget the reasons their
ancestors dreaded the ocean, even as the races of the
deep ignore strange gaps in their histories when their
civilizations nearly vanished after the appearance of the
tentacled horror.
Leviathans ofLegend. At the beginning of time,
krakens served as fierce warriors of the gods. When the
gods' wars ended, the krakens shrugged free of their
servitude, never again to be bound by other beings.
Whole nations quake in fear when the kraken emerges
from its dark demesne, and even in the middle of the
deepest oceans, storms rise or abate according to its
will. The kraken is a primeval force that obliterates
the greatest achievements of civilization as if they
were castles in the sand. Its devastating attacks can
destroy ocean trade and halt communication between
coastal cities.
An ominous darkness presages a kraken's attack,
and a cloud of inky poison colors the water around it.
Galleons and warships vanish when its tentacles uncoil
from the deep, the kraken breaking their masts like
kindling before drawing down ships and crew.
Not even landlocked surface dwellers are safe from
a kraken's wrath. Krakens can breathe air as easily as
water, and some crawl up rivers to nest in freshwater
lakes, destroying cities and towns along the way.
Adventurers tell of these monsters !airing in the ruins of
lakeside citadels, their tentacles twined around leaning
towers of disintegrating stone.
Mortal Foes. Some krakens are virtual gods, with
cults and minions spread across sea and land. Others
are allied with Olhydra, the evil Princess of Elemental
Water, and use her cultists to enforce their will on land
and sea. A kraken pleased with its worshipers can
becalm rough seas and bring a bounteous harvest of fish
to the faithful. However, the devious mind of a kraken is
ancient beyond reckoning, and is ultimately bent to the
ruination of all things.
A
KRAKEN'S LAIR
A kraken lives in dark depths, usually a sunken rift or a
cavern filled with detritus, treasure, and wrecked ships.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the
kraken takes a lair action to cause one of the following
magical effects:
• A strong current moves through the kraken's lair.
Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed
up to 60 feet away from the kraken. On a success, the
creature is pushed 10 feet away from the kraken.
• Creatures in the water within 60 feet of the kraken
have vulnerability to lightning damage until initiative
count 20 on the next round.
• The water in the kraken's lair becomes electrically
charged. All creatures within 120 feet of the kraken
must succeed on a DC 23 Constitution saving throw,
196
taking 10 (3d6) lightning damage on a failed save, or
half as much damage on a successful one.
REGIONAL EFFECTS
The region containing a kraken's lair is warped by the
creature's blasphemous presence, creating the following
magical effects:
The kraken can alter the weather at will in a 6-mile
radius centered on its lair. The effect is identical to the
control weather spell.
Water elementals coalesce within 6 miles of the lair.
These elementals can't leave the water and have
Intelligence and Charisma scores of 1 (- 5).
• Aquatic creatures within 6 miles of the lair that have
an Intelligence score of 2 or lower are charmed by the
kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade
immediately.
Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10
feet of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 15
feet of movement, exiting prone.
KRAKEN
Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20ft., swim 60ft.
STR
30 (+10)
DEX
11 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws Str +18, Dex +8, Con +15, lnt +14, Wis +12
Damage Immunities lightning; bludgeoning, piercing, and
slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and
Primordial but can't speak, telepathy 120ft.
Challenge 23 (50,000 XP)
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken ignores difficult terrain,
and magical effects can't reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from
nonmagical restraints or being grap pled .
Siege Monster. The kraken deals double damage to objects and
structures.
ACTIONS
Multiattack. The kraken makes three tentacle attacks, each of
which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Hit: 23 (3d8 + 10) piercing damage. If the target is a Large
or smaller creature grappled by the kraken, that creature
is swallowed, and the grapple ends. While swallowed, the
creature is blinded and restrained, it has total cover against
attacks and other effects outside the kraken, and it takes 42
(12d6) acid damage at the start of each of the kraken's turns.
If the kraken takes 50 damage or more on a single turn
from a creature inside it, the kraken must succeed on a DC 25
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one
target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target
is grappled (escape DC 18). Until this grapple ends, the target
is restrained. The kraken has ten tentacles, each of which can
grapple one target.
Fling. One Large or smaller object held or creature grappled
by the kraken is thrown up to 60 feet in a random direction
and knocked prone. If a thrown target strikes a solid surface,
the target takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 18 Dexterity saving throw or
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) lightning damage on a failed
save, or half as much damage on a successful one.
LEGENDARY ACTIONS
The kraken can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The kraken makes one tentacle attack
or uses its Fling.
Lightning Storm (Costs 2 Actions). The kraken uses
Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken
expels an ink cloud in a GO-foot radius. The 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 turn there must succeed on a DC 23
Constitution saving throw, taking 16 (3d10) poison damage
on a failed save, or half as much damage on a successful
one. A strong current disperses the cloud, which otherwise
disappears at the end of the kraken's next turn.
197
'I
;1 j
.f
\.
Kuo,.,.'"POA
I
f,~jl.,
,
0
Kuo-toa are degenerate fishlike humanoids that
once inhabited the shores and islands of the surface
world. Long ago humans and their ilk drove the kuotoa underground, where they dwell in madness and
everlasting night. Kuo-toa can no longer abide daylight.
Mad Slaves. At the height of the illithid empire; the
mind ftayers captured kuo-toa by the thousands and
forced them into bondage. The kuo-toa were simple
creatures, never meant to endure the oppressive mental
force the illithids unleashed against them. By the
time the mind ftayers abandoned them, the prolonged
psychic subjugation endured by the kuo-toa had
driven them mad.
Their minds shattered beyond repair, the kuo-toa
adopted a religious fervor, inventing gods to protect
them against threats. Most notable of these threats are
the drow, which have slain the kuo-toa on sight since the
days when the two races first met.
God Makers. Kuo-toa worship gods of their own
insane creation, but if enough kuo-toa believe that a god
is real, the energy of their collective subconscious can
cause that god to manifest as a physical entity. The form
a kuo-toa god takes depends on the inspiration for its
divine image, and is usually random or nonsensical.
One of the most revered gods of the kuo-toa is
Blibdoolpoolp the Sea Mother, who takes the form
of a female human with a crayfish head, a crayfish's
claws, and an articulated she1Lc6vering her shoulders.
Blibdoolpoolp was likely invented by a kuo-toa that
improved on a broken human statue by adding the
limbs and head of a crustacean. In sudden awe of its
handiwork, it then named the resulting form a god.
Kuo-toa that cross paths with an aboleth often find
themselves worshiping it as a god, their madness
blinding them to the fact that the aboleth is merely using
them for its own nefarious ends.
Theocratic Rulers. Kuo-toa archpriests are
surrounded by fanatical devotees of their faith. The
archpriest of a kuo-toa domain demands that all its
subjects worship a specific god. An archpriest's mad
belief in its god is so fervent that it manifests the powers
of a high cleric. The archpriest can also bestow spells
to devout underlings called whips. One or more of
VARIANT: KUO·TOA MONITOR
A kuo-toa monitor has a challenge rating of 3 (700 XP). It
has the same statistics as a kuo-toa whi p except that it adds
its Wisdom modifier to its Armor Class (AC 13), loses the
Spellcaster trait, and replaces the whip's action options with
, the following action options.
Multiattack. The kuo-toa makes one bite attack and two
unarmed strikes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 4 (ld4 + 2) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (l d6 + 2) bludgeon in g damage plus 3 (ld6)
lightning damage, and the target can't take reactions until
the end of the kuo-toa's next turn.
these whips are also the archpriest's children, and their
primary role in kuo-toan society is to fight to the death
to claim the throne when the archpriest dies. If a whip
displeases the archpriest, the archpriest can strip it of
its spellcasting ability, if not its life.
The archpriest's decrees are enforced by monitors,
devout kuo-toa that act as the archpriest's eyes and ears.
Monitors are deadly hand-to-hand combatants, and
lesser kuo-toa live in fear of them.
Kuo-toa Gear. Many weapons of the kuo-toa
are designed to capture rather than kill. Nets are
common, though some carry pincer staffs (also called
mancatchers) designed to trap and immobilize foes.
Kuo-toa warriors also treat their shields with a sticky
goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on
their slippery bodies and rely on their natural rubbery
hides for protection. However, they like to wear jewelry
made from scavenged bones, shells, pearls, gems, and
carapace fragments.
Kuo-ToA
Medium humanoid (kuo-toa), neutral evil
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
Hit: 3 (1d4 + 1) piercing damage.
Armor Class 13 (natural armor, shield)
Hit Points 18 (4d8)
Speed 30ft., swim 30ft.
STR
13 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (- 1)
Skills Perception +4
Senses darkvision 120 ft. , passive Perception 14
Languages Undercommon
Challenge 1/4 (50 XP)
Spear. Melee or Ranged Weapon Attack: +3 t0 hit, reach 5 ft. or
range 20f60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
5 (1d8 + 1) piercing damage if used with two hands to make a
melee attack.
Net. Ranged Weapon Attack: +3 to hit, range Sf15 ft., one Large
or smaller creature. Hit: The target is restrained. A creature
can use its action to make a DC 10 Strength check to free itself
or another creature in a net, ending the effect on a success.
Dealing 5 slashing damage to the net (AC 10) frees the target
without harming it and destroys the net.
Amphibious. The kuo-toa can breathe air and water.
REACTIONS
Otherworldly Perception. The kuo-toa can sense the presence
of any creature within 30 feet of it that is invisible or on the
Ethereal Plane. It can pinpoint such a creature that is moving.
Sticky Shield. When a creature misses the kuo-toa with a melee
weapon attack, the kuo-toa uses its sticky shield to catch
the weapon. The attacker must succeed on a DC 11 Strength
saving throw, or the weapon becomes stuck to the kuo-toa's
shield. If the weapon's wielder can't or won't let go of the
weapon, the wielder is grappled while the weapon is stuck.
While stuck, the weapon can't be used. A creature can pull
the weapon free by tak ing an action to make a DC 11 Strength
check and succeeding.
Slippery. The kuo -toa has advantage on ability checks and
saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo -toa has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Medium humanoid (kuo -toa), neutral evil
Armor Class 13 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30ft., swim 30ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
Armor Class 11 (natural armor)
Hit Points 65 (l0d8 + 20)
Speed 30ft., swim 30 ft.
INT
13 (+1)
WIS
16 (+3)
CHA
14 (+2)
Skills Perception +9, Religion +6
Senses darkvision 120ft., passive Perception 19
Languages Undercommon
Challenge 6 (2.300 XP)
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +6, Religion +4
Senses darkvision 120 ft., passive Perception 16
Languages Undercommon
Challenge 1 (200 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence
of any creature within 30 feet of it that is invisible or on the
Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery. The kuo-toa has advantage on ab ility checks and
saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a lOth-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to hit
with spell attacks). The kuo-toa has the following cleric
spells prepared:
Cantrips (at will): guidance, sacred flam e, thaumaturgy
lst level (4 slots): detect magic, sanctuary, shield offaith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): spirit guardians, tongues
4th level (3 slots): control water, divination
5th level (2 slots): mass cure wounds, scrying
Multiattack. The kuo-toa makes two melee attacks.
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (ld6 + 3) bludgeon ing damage plus 14 (4d6)
lightning damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 4 (ld4 + 2) bludgeoning damage.
200
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence
of any creature within 30 feet of it that is invisible or on the
Ethereal Plane. It can pinpoint such a creature th at is moving.
Slippery. The kuo -toa has advantage on ability checks and
saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, the kuo-toa has
disadvan tage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its
spellcasting abil ity is Wisdom (spell save DC 12, +4 to hit
with spell attacks). The kuo-toa has the following cleric
spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (3 slots): bane, shield offaith
ACTIONS
Multiattack. The kuo-toa makes two attacks: one with its bite
and one with its pincer staff.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (ld4 + 2) pie rcing damage.
Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10ft.,
one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is
a Medium or smaller creature, it is grappled (escape DC 14).
Until this grapple ends, the kuo-toa can't use its pincer staff o n
another target.
Ruined desert cities and the tombs of forgotten
monarchs make perfect lairs for the wicked lamias.
These decadent monsters take what has been
forgotten and make it the seat of their hedonistic rule,
surrounding themselves with sycophants. Lamias rely
on jackalweres to perform various tasks, sending them
across the wastes to capture slaves or steal treasures
from caravans, encampments, or villages, concealed by
the lamia's magic as they attack.
A lamia has a beautiful humanoid upper body that
merges into a powerful four-l egged leonine form. Its
vicious black claws speak to its predatory nature, as
does its hunger for torture and humanoid fl esh.
Tyrants ofPleasure. Lamias adorn their crumbling
havens with finery stolen from passing ca ravans, then
use magic to further accentuate their lairs, masking
decay with illusiQn. A lair's breathtaking gardens, finely
decorated apartments, and numerous slaves seem at
odds with its remoteness and state of ruin .
Using its intoxicating touch, a lamia weakens the
minds of its enemies, making them more susceptible
to its enchantment spells and turning them into its
slaves. Those it beguiles with geas spells a re pitted
against each other in elaborate contests for the
lamia's amusement.
Vain Predators. Always anxious to gain more wealth
and slaves, a lamia uses a pool of water or a mirror
in conjunction with a scrying spell to view its domain.
A lamia uses this power to watch over trade routes
and nearby settlements, or to seek out objects and
creatures it fancies.
Lamias are particularly fond of seeking out
adventurers with pure hearts to seduce and corrupt
to evil, savoring the destruction of their virtue. They
use their magic to lure potential victims to their lairs,
relying on illusion and their thralls to capture hapless
foes. Lamias prize beauty and strength above all else,
however. Any prisoner that falls short of their esteem
becomes the ma in course in a horrible feast, or is set
free to die while wandering the wastes.
As long as they have slaves to face their enemies,
lamias fight from the fringes, beguiling fo es with magic
if they can. A lamia pressed into melee never stays there
for long, shredding flesh with claw and dagger before
springing away to safety.
Minions ofGraz'zt. The demO£! lord Graz'zt creates
lamias from his mortal servants, granting them
immortality in return for monstrous power and an oath
of fealty. Graz'zt sometimes tasks la mi as with guarding
locations important to him, but lamias in his service
remain free to spread their evil as they see fjt.
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +4, Stealth +3
Senses darkv is ion 60ft. , passive Perception 12
Languages Abyssal , Common
Challenge 4 (1 ,100 XP)
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.
At will : disguise self (any humanoid form), major image
3fday each: charm person, mirror image, scrying, suggestion
1fday: geas
ACTIONS
Multiattack. The lamia makes two attacks: one with its claws
and one with its dagger or Intoxicating Touch .
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target.
Hit: 14 (2d10 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
one creature. Hit: The target is ma gica lly cursed for 1 hour.
Until the curse ends, the target has di sadvantage on Wisdom
saving throws and all ability checks.
~01
Spel/casting. The lich is an 18th-level s pellcaster. Its
spellcasting abi lity is Intelligence (spell save DC 20, +12
to hit with spell attacks). The lich has the followi ng wizard
spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray off rost
1st level (4 slots) : detect magic, magic missile, shield,
thunderwave
2nd level (3 slots): detect thoughts, invisibility, Me/f's acid arrow,
mirror image
3rd level (3 slots): animate dead, counterspell, dispel
magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): c/oudki/1, scrying
6th level (1 slot) : disintegrate, globe of invulnerability
7th level (1 slot): fi nger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot) : power word kill
Turn Resistance. The lich has advantage on savi ng throws
against any effect that tu rns undead.
Medium undead, any evil alignment
Paralyzing Touch. Melee Spell Attack: +12 to hit , reach 5 ft ., one
creatu re. Hit: 10 (3d6) cold damage. The target must succeed
on a DC 18 Constitutio n saving th row or be paralyzed for 1
minute. The target ca n repeat the saving th row at the end of
each of its turns, end ing the effect on itse lf on a success.
Armor Class 17 (natural armo r)
Hit Points 135 (1 8d8 +54)
Speed 30ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Con +10, lnt +12, Wis +9
Skills Arcana +18, Histo ry +12, Insight +9, Perception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bl udgeoning, pierci ng, an d
slashing from non magical weapons
Condition Immunities charmed, exhaustio n, fri ghte ned,
paralyzed, poisoned
Senses t rues ight 120 ft., pass ive Perception 19
Languages Common plus up to five other languages
Challenge 21 (33,000 XP)
Legendary Resistance (3JDay). If the lich fa ils a saving throw, it
ca n choose to succeed instead.
Rejuvenation. If it has a phyl acte ry, a destroyed lich gains
a new body in 1d10 days, regaining all its hit points and
beco ming active again . The new body appears within 5 feet of
th e phylactery.
202
LEGENDARY ACTIONS
The lich can take 3 legenda ry actio ns, choosing from the
o ptions below. Only one legenda ry action opti on can be used
at a ti me an d only at the end of anothe r creature's turn . The
lich regains spent legendary actio ns at the start of its turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its
Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fi xes its gaze on
one creature it can see within 10 feet of it. The target must
s ucceed on a DC 18 Wisdom saving throw aga inst this magic
or become fr ighte ned for 1 minute. The fri ghte ned target can
re peat the saving throw at the end of each of its turns, ending
the effect o n itself on a success. If a target 's saving throw is
successful or the effect ends for it, the target is imm une to
the lich's gaze fo r the next 24 hours.
Disrupt Life (Costs 3 Actions). Each living creature within 20
feet of the lich must make a DC 18 Constitution saving throw
aga inst this magic, taking 21 (6d6) necroti c damage on a
fai led save, o r half as much damage on a successful one.
LICH
Liches are the remains of great wizards who embrace
undeath as a means of preserving themselves. They
further their own power at any cost, having no interest
in the affairs of the living except where those affairs
interfere with their own. Scheming and insane, they
hunger for long-forgotten knowledge and the most
terrible secrets. Because the shadow of death doesn't
hang over them, they can conceive plans that take years,
decades, or centuries to come to fruition.
A lich is a gaunt and skeletal humanoid with
withered flesh stretched tight across its bones. Its eyes
succumbed to decay long ago, but points of light burn
in its empty sockets. It is often garbed in the moldering
remains of fine clothing and jewelry worn and dulled by
the passage of time.
Secrets ofUndeath. No wizard takes up the path to
lichdom on a whim, and the process of becoming a lich
is a well-guarded secret. Wizards that seek lichdom
must make bargains with fiends, evil gods, or other foul
entities. Many turn to Orcus, Demon Prince of Undeath,
whose power has created countless liches. However,
those that control the power of lichdom always demand
fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the
wizard's soul within a phylactery. Doing so binds the
soul to the mortal world, preventing it from traveling
to the Outer Planes after death. A phylactery is
traditionally an amulet in the shape of a small box, but
it can take the form of any item possessing an interior
space into which arcane sigils of naming, binding,
immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a
potion of transformation-a vile concoction of poison
mixed with the blood of a sentient creature whose
soul is sacrificed to the phylactery. The wizard falls
dead, then rises as a lich as its soul is drawn into the
phylactery, where it forever remains.
Soul Sacrifices. A lich must periodically feed souls to
its phylactery to sustain the magic preserving its body
and consciousness. It does this using the imprisonment
spell. Instead of choosing one of the normal options
of the spell, the lich uses the spell to magically trap
the target's body and soul inside its phylactery. The
phylactery must be on the same plane as the lich for
the spell to work. A lich's phylactery can hold only
one creature at a time, and a dispel magic cast as a
9th-level spell upon the phylactery releases any creature
imprisoned within it. A creature imprisoned in the
phylactery for 24 hours is consumed and destroyed
utterly, whereupon nothing short of divine intervention
can restore it to life.
A lich that fails or forgets to maintain its body with
sacrificed souls begins to physically fall apart, and
might eventually become a demilich.
Death and Restoration. When a lich's body is
broken by accident or assault, the will and mind of
the lich drains from it, leaving only a lifeless corpse
behind. Within days, a new body reforms next to the
lich's phylactery, coalescing out of glowing smoke that
issues from the device. Because the destruction of
its phylactery means the possibility of eternal death,
a lich usually keeps its phylactery in a hidden, wellguarded location.
Destroying a lich's phylactery is no easy task and
often requires a special ritual, item, or weapon. Every
phylactery is unique, and discovering the key to its
destruction can be a quest in and of itself.
Lonely Existence. From time to time, a lich might be !
stirred from its single-minded pursuit of power to .t ake
an interest in the world around it, most often when some
great event reminds it of the life it once led. It otherwise
lives in isolation, engaging only with those creatures ~ ,.
whose service helps secure its lair.
Few liches call themselves by their former names,
instead adopting monikers such as the Black Hand or
the Forgotten King.
Magic Collectors. Liches collect spells and magic
items. In addition to its spell repertoire, a lich has ready
access to potions, scrolls, libraries of spell books, one
or more wands, and perhaps a staff or two. It has no
qualms about putting these treasures to use whenever
its lair comes under attack.
Undead Nature. A lich doesn't require air, food,
drink, or sleep.
A LicH's LAIR
A lich often haunts the abode it favored in life, such as
a lonely tower, a haunted ruin, or an academy of black
magic. Alternatively, some liches construct secret tombs
filled with powerful guardians and traps.
Everything about a lich's lair reflects its keen mind
and wicked cunning, including the magic and mundane
traps that secure it. Undead, constructs, and bound
demons lurk in shadowy recesses, emerging to destroy
those who dare to disturb the lich's work.
A lich encountered in its lair has a challenge rating of
22 (41,000 XP).
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the lich
can take a lair action to cause one of the following
magical effects; the lich can't use the same effect two
rounds in a row:
• The lich rolls a d8 and regains a spell slot of that level
or lower. If it has no spent spell slots of that level or
lower, nothing happens.
• The lich targets one creature it can see within 30 feet
of it. A crackling cord of negative energy tethers the
lich to the target. Whenever the lich takes damage,
the target must make a DC 18 Constitution saving
throw. On a failed save, the lich takes half the damage
(rounded down), and the target takes the remaining
damage. This tether lasts until initiative count 20 on
the next round or until the lich or the target is no longer in the lich's lair.
• The lich calls forth the spirits of creatures that died in
its lair. These apparitions materialize and attack one
creature that the lich can see within 60 feet of it. The
target must succeed on a DC 18 Constitution saving
throw, taking 52 (15d6) necrotic damage on a failed
save, or half as much damage on a success. The apparitions then disappear.
203
LIZARD FOLK
Lizardfolk are primitive reptilian huma noids that lurk in
the swamps and jungles of the world. Their hut villages
thrive in forbidding grottos, half-sunken ruins, and
watery caverns.
Territorial Xenophobes. Lizardfolk deal a nd trade
with other races only rarely. Fiercely territorial, they
use camouflaged scouts to guard the perimeter of their
domain. When unwelcome visitors are detected, a tribe
sends a hunting band to harass or drive the trespassers
off, or tricks them into blundering into the la irs of
crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and
they find the concepts of good and evil utterly alien.
Truly neutral creatures, they kill when it is expedient
and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting
grounds. Any creature that enters their territory is fair
game to be stalked, killed, and devoured. They make no
distinction between humanoids, beasts, and monsters.
Similarly, lizardfolk don't like reaching too fa r beyond
their borders, where they could easily become the
hunted instead of the hunters.
Occasions might arise when lizard folk
will form alliances with their neighbors.
These lizardfolk usually learn firsthand
that humans, dwarves, ha lflings, and
elves can sometimes prove helpful or
trustworthy. Once lizardfolk forge ties with
outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizard folk are
omnivorous, but they have a taste for humanoid
flesh. Prisoners are often taken back to their camps
to become the centerpieces of great feasts and rites
involving dancing, storytelling, and ritual combat.
Victims are either cooked a nd eaten by the tribe, or a re
sacrificed to Semuanya, the lizardfolk god.
Canny Grafters. Though they aren't skilled artisans,
lizardfolk craft tools and ornamental jewelry out of the
bones of their kills, and they use the hides and shells of
dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear
magic with a religious awe. Lizardfolk shamans lead
their tribes, overseeing rites a nd ceremonies performed
to honor Semuanya. From time to time, however, a
lizardfolk tribe produces a powerful figure touched not
by Semuanya but by Sess'inek-a reptilian demon lord
who seeks to corrupt and control the lizardfolk.
Lizard folk born in Sess'inek's image are larger and
more cunning than other lizardfolk, and are thoroughly
evil. These lizard kings and queens dominate lizardfolk
tribes, us urping a shaman's authority a nd inspiring
uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic,
which they are thought to have learned from dragons in
ancient times. A tribe that wanders into the territory of a
dr,a gon will offer it tribute to win its favor. An evil dragon
might exploit lizardfolk for its own vile ends, turning
them into raiders and plunderers .
LIZARD FOLK
Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural armor, sh ield)
Hit Points 22 (4d8 + 4)
Speed 30ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
INT
WIS
13 (+1)
7 (- 2)
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4, Surviva l +5
Senses passive Perception 13
Languages Draconi c
Challenge 1/2 (100 XP)
Hold Breath. The lizardfolk ca n hold its breath for 15 minutes.
ACTIONS
Multiattack. The lizardfolk makes two melee attacks, each one
with a diffe rent weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/ 120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
'" IN ALL MY DEALING S WITH THE
Lll:ARDFOLK, I \VAS NEVER ABLE TO
TELL \VHJ\T THEY WERE THINKING .
THEIR REPTILIAN EVES BELIED NO
HINT OF THEIR INTENTI ONS. I GAVE
THEM S UPPLIES . THEY GI\VE ME
THE WIL LI ES
Medium humanoid (lizardjolk), neutral
-A
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
MERCHANT'S ACCOUNT OF HI S
EXPER IENCE W ITH THE
Armor Class 13 (natural armor)
Hit Points 27 (Sd8 + 5)
Speed 30 ft., swim 30 ft.
lll.AROFOLK TRIBES OF THE
LnARD MAR S H
INT
10 (+0)
WIS
15 (+2)
CHA
8 (- 1)
Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
Languages Draconic
Challenge 2 (450 XP)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level
spellcaster. Its spellcasting abi lity is Wisdom (spell save DC
12, +4 to hit with s pell attacks). The lizardfolk has the following
druid spells prepared:
Can trips (at wi ll) : druidcraft, produce flam e, thorn whip
1st Level (4 slots): entangle ,fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Leve l (2 slots): co njure animals (repti les on ly) , plant gro wth
Armor Class 15 (natural armor)
Hit Points 78 (l2d8 + 24)
Speed 30ft., swim 30ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Con +4, Wis +2
Skills Perception +4, Stealth +5, Su rvival +4
Condition Immunities fr ightened
Senses darkvi sion 60 ft ., passive Perce ption 14
Languages Abyssal, Draconic
Challenge 4 (1 ,100 XP)
ACTIONS
Hold Breath. Th e lizardfolk ca n hold its breath for 15 minutes.
Multiattack (Lizardfolk Form Only). The lizardfolk makes two
attacks: one with its bite and one with its claws.
Skewer. Once per turn , when the li zardfolk makes a melee
attack with its trident and hits , the target takes an extra 10
(3d6) damage, and the lizardfolk gains temporary hit points
equa l to the extra damage dealt.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, or 7 (ld10 + 2) piercing
damage in crocodile form. If the lizardfolk is in crocod il e form
and the target is a Large or smaller creature, the target is
grappled (escape DC 12). Until this gra ppl e ends, the target is
restrained, and th e li zardfolk can't bite anot her target. If the
li zardfolk reverts to its true form, th e grapple ends.
Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slash in g damage.
Change Shape (Recharges after a Short or Long Rest). The
lizardfolk magical ly polymorphs into a crocodile, remaining
in that form for up to 1 hour. It can revert to its true form as
a bonus action. Its statistics, other than its size, are the same
in each form. Any equ ipment it is wearing or carrying isn't
transformed. It reverts to its true form if it di es . .
ACTIONS
Multiattack. The lizardfolk makes two attacks: one with its
bite and one with its claws or trident or two melee attacks with
its trid ent.
Bite. Melee Weapon Attack: +5 to hit , reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft . or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack.
205
'
LYc.A~N-rr!rRoPEs
~L
·
;,
One of the most ancient and feared of all curses,
lycanthropy can transform the most civilized humanoid
into a ravening beast. In its natural humanoid form, a
creature cursed by lycanthropy appears as its normal
self. Over time, however, many lycanthropes acquire
, features suggestive of their animal form. In that animal
form, a lycanthrope resembles a powerful version of
a normal animal. On close inspection, its eyes show a
faint spark of unnatural intelligence and might glow red
in the dark.
Evillycanthropes hide among normal folk, emerging
in animal form at night to spread terror and bloodshed,
especially under a full moon. Good lycanthropes are
reclusive and uncomfortable around other civilized
creatures, often living alone in wilderness areas far
from villages and towns.
Curse ofLycanthropy. A humanoid creature can
be afflicted with the curse of lycanthropy after being
wounded by a lycanthrope, or if one or both of its
parents are lycanthropes. A remove curse spell can rid
an afflicted lycanthrope of the curse, but a natural born
lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace
it. By resisting the curse, a lycanthrope retains its
normal alignment and personality while in humanoid
form. It lives its life as it always has, burying deep the
bestial urges raging inside it. However, when the full
moon rises, the curse becomes too strong to resist,
transforming the individual into its beast form-or
into a horrible hybrid form that combines animal and
humanoid traits. When the moon wanes, the beast
within can be controlled once again. Especially if the
cursed creature is unaware of its condition, it might not
remember the events of its transformation, though those
memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse
and accept what they are. With time and experience,
they learn to master their shapechanging ability and
can assume beast form or hybrid form at will. Most
lycanthropes that embrace their bestial natures
succumb to bloodlust, becoming evil, opportunistic
creatures that prey on the weak.
WEREBEAR
Werebears are powerfullycanthropes with the ability to
temper their monstrous natures and reject their violent
impulses. In humanoid form, they are large, muscular,
and covered in hair matching the color of their ursine
form's fur. A were bear is a loner by nature, fearing what
might happen to innocent creatures around it when its
bestial nature takes over.
VARIANT: NONHUMAN LYCANTHROPES
The statistics presented in this section assume a base
creature of human. However, you can also use the statistics
to represent nonh uman lycanthropes, adding verisimilitude
by allowing a non human lycanthrope to retain one or mo re of
its humanoid racial traits. For example, an elf werewolf might
have the Fey Ancestry trait.
When a werebear transforms, it grows to enormous
size, lashing out with weapons or claws. It fights with
the ferocity of a bear, though even in its bestial forms,
it avoids biting so as to not pass on its curse. Typically,
a were bear passes on its lycanthropy only to chosen
companions or apprentices, spending the time that
follows helping the new lycanthrope accept the curse in
order to control it.
Solitary creatures, werebears act as wardens over
their territory, protecting flora and fauna alike from
humanoid or monstrous intrusion. Though most
were bears are of good alignment, some are every bit as
evil as other lycanthropes.
WEREBOAR
Wereboars are ill-tempered and vulgar brutes. As
humanoids, they are stocky and muscular, with short,
stiff hair. In their humanoid and hybrid forms, they use
heavy weapons, while in hybrid or animal form, they
gain a devastating goring attack through which their
curse is spread. A wereboar infects other creatures
indiscriminately, relishing the fact that the more its
victims resist the curse, the more savage and bestial
they become.
Wereboars live in small family groups in remote forest
areas, building ramshackle huts or dwelling in caves.
They are suspicious of strangers but sometimes ally
themselves with orcs.
WERERAT
Wererats are cunning lycanthropes with sly, avaricious
personalities. They are wiry and twitchy in humanoid
form, with thin hair and darting eyes. In their humanoid
and hybrid forms, wererats prefer light weapons and use
ambush tactics rather than fighting as a pack. Although
a wererat can deliver a nasty bite in its rat form, it favors
that form for stealthy infiltration and escape rather
than combat.
A wererat clan operates much like a thieves' guild,
with wererats transmitting their curse only to creatures
they want to induct into the clan. Wererats that are
accidentally cursed or break loose from the clan's
control are quickly hunted down and killed.
Wererat clans are found throughout urban civilization,
often dwelling in cellars and catacombs. These
creatures are common in the sewers beneath major
cities, viewing those subterranean areas as their
hunting grounds. Rats and giant rats are commonly
found living among wererats.
WERETIGER
Weretigers are ferocious hunters and warriors with
a haughty and fastidious nature. Lithe and sleekly
muscular in humanoid form, they are taller than
average and meticulously groomed. Weretigers grow to
enormous size in animal and hybrid form, but they fight
in their more refined humanoid form when they can.
They don't like to pass on their curse, because every
new were tiger means competition for territory and prey.
Weretigers live in jungles on the fringes of humanoid
civilization, traveling to isolated settlements to trade or
revel. They live and hunt alone or in small family groups.
WEREWOLF
A werewolf is a savage predator. In its humanoid form,
a werewolf has heightened senses, a fiery temper, and
a tenqency to eat rare meat. Its wolf form is a fears9me
predator, but its hybrid form is more terrifying by far-a
furred and well-muscled humanoid body topped by a
ravening wolf's head. A werewolf can wield weapons in
hybrid form, though it prefers to tear foes apart with its
powerful claws and bite.
Most werewolves flee civilized lands not long after
becoming afflicted. Those that reject the curse fear
what will happen if they remain among their friends and
family. Those that embrace the curse fear discovery and
the consequences of their murderous acts. In the wild,
werewolves form packs that also include wolves and
dire wolves.
PLAYER CHARACTERS AS lYCANTHROPES
A character who becomes a lycanthrope retains his or
her statistics except as specified by lycanthrope type. The
character gains the lycanthrope's speeds in nonhumanoid
form, damage immunities, traits, and actions that don't
involve equipment. The character is proficient with the
lycanthrope's natural attacks, such as its bite or claws, which
deal damage as shown in the lycanthrope's statistics. The
character can't speak while in animal form.
A humanoid hit by an attack that carries the curse
of lycanthropy must succeed on a Constitution saving
throw (DC 8 +the lycanthrope's proficiency bonus+ the
lycanthrope's Constitution modifier) or be cursed. lfthe
character embraces the curse, his or her alignment becomes
the one defined for the lycanthrope. The DM is free to decide
that a change in alignment places the character under DM
control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of19 if his or her
score isn't already higher, and a+ 1 bonus to AC while in bear
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or
her score isn't already higher, and a+ 1 bonus to AC while
in boar or hybrid form (from natural armor). Attack and
damage rolls for the tusks are based on Strength. For the
Charge- trait, the DC is 8 +the character's proficiency bonus+
Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or
her score isn't already higher. Attack and damage rolls for
the bite are based on whichever is higher of the character's
Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or
her score isn't already higher. Attack and damage rolls for
the natural weapons are based on Strength. For the Pounce
trait, the DC is 8 + the character's proficiency bonus +
Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her
score isn't already higher, and a+ 1 bonus to AC while in wolf
or hybrid form (from natural armor). Attack and damage rolls
for the natural weapons are based on Strength.
its size amd AC, are the same in each form . Any equipment it. is
wearing or carrying ·isn't transfo ~ med. It revefts to its true form
if it dies .
Mi;dium humanoid (human, shapechanger), neutral good
.Armor Class 10 in humanoid form, 11 (natural armor) in bear
and hybrid form
Hit Points 135 (18d8 +54)
Speed 30ft. (40ft., climb 30ft. in bear or hybrid form)
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +7
Damage Immunities bludgeoning, piercing, and sla shing
damage from non magical weapons th at aren't silvered
Senses passive Perception 17
Languages Common (can't speak in bear form)
Challenge 5 (1,800 XP)
Shapechanger. The were bear can use its action to polymorph
into a Large bear-humanoid hybrid or into a Large bear, or back
into its true form, which is humanoid. Its statistics, other than
zo8
keen Smell. The werebear has advantage on WisGlom
(Perception) checks that rely on smell.
ACTIONS
Multiattack. In bear form, the werebear makes two claw
attacks. In humanoid form, it makes two greataxe attacks. In
hybrid form, it can attack like a bear or a humanoid .
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7
to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing
damage ..lf the target is a humanoid, it must succeed on a
DC 14 Constitution saving throw or be cursed with were bear
lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4)
slashing damage.
WEREBOAR
Medium hu:nanoid (human, shapechanger), neutral evil
Armor Class 10 ·in humanoid form, 11 (natural armor) in boar
or hybrid form
Hit Points 78 (l2d8 + 24)
Speed 30ft. (40ft. in boar form)
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
Skills Perception +2
Damage Immunities bludgeoning, piercing, and slashing
damage from non magical weapons that aren't silvered
Senses passive Perception 12
Languages Common (can't speak in boar form)
Challenge 4 (1,100 XP)
Shapechanger. The wereboar can use its action to polymorph
into a boar-humanoid hybrid or into a boar, 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.
Charge (Boar or Hybrid Form Only). if the were boar moves
at least 15 feet straight toward a target and then hits it with
its tusks on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must succeed on
a DC 13 Strength saving throw or be knocked prone.
Medium humanoid (human, shapechanger), lawful evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing
damage from non magical weapons that aren't silvered
Senses darkvision 60ft. (rat form only), passive Perception 12
Languages Common (can't speak in rat form)
Challenge 2 (450 XP)
Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a giant rat, 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 transformed. It reverts to its true form if it dies.
Keen Smell. The were rat has advantage on Wisdom
(Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). if the
wereboar takes 14 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead .
ACTIONS
ACTIONS
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing
damage. If the target is a humanoid , it must succeed on a
DC 11 Constitution saving throw or be cursed with were rat
lycanthropy.
Multiattack (Humanoid or Hybrid Form Only). The were boar
makes two attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slash ing
damage. If the target is a humanoid, it must succeed on a
DC 12 Constitution saving throw or be cursed with wereboar
lycanthropy.
Multiattack (Humanoid or Hybrid Form Only). The were rat
makes two attacks, only one of which can be a bite.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
209
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at
least 15 feet straight toward a creature and then hits it with a
~law attack on the same turn , that target rnust succeed on a
DC 14 Strength saving throw or be knocked prone. If the target
is prone, the weretiger can make one bite attack against it as a
bonus action.
Medium humanoid (human, shapechanger), neutral
Armor Class 12
Hit Points 120 (16d8 + 48)
Speed 30ft. (40ft. in tiger form)
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Perception +5, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren't silvered
Senses darkvision 60ft., passive Perception 15
Languages Common (can't speak in tiger form)
Challenge 4 (1 ,100 XP)
Shapechanger. The weretiger can use its action to polymorph
into a tiger-humanoid hybrid or into a tiger, 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 transformed. It reverts to its tru e form if it dies.
Keen Hearing and Smell. The weretiger ha s advantage on
Wisdom (Perception) checks that rely on hearing or smell.
2IO
ACTIONS
Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the weretiger makes two scimitar attacks or two longbow
attacks. In hybrid form, it can attack like a humanoid or make
two claw attacks.
Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
+5 to hit, reach 5 ft ., one target. Hit: 8 (1d10 + 3) piercing
damage. If the target is a humanoid, it must succeed on a
DC 13 Con stitution saving throw or be cursed with weretiger
lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage .
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3)
slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (ld8 + 2)
piercing damage.
the same in each form . ArcJy equipment it, is wearing or carr¥HIT
SMOKE MEPHIT
Small elemental, neutral evil
STEAM MEPHIT
Small elemental, neutral evil
Armor Class 12
Hit Points 22 (5d6 + 5)
Speed 30 ft. , fly 30ft.
STR
DEX
CON
INT
6 (- 2)
14 (+2)
12 (+1)
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Skills Perception +2, Stealth +4
Damage Immunities fire, poison
Condition Immunities poiso ned
Senses darkvis io n 60ft., passive Perception 12
Languages Au ran , lgnan
Challenge 1/4 (50 XP)
Armor Class 10
Hit Points 21 (6d6)
Speed 30ft., fly 30ft.
STR
DEX
CON
INT
5 (-3)
11 (+0)
10 (+0)
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Damage Immunities fire, poi son
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 10
Languages Aqu an, lgnan
Challenge 1/4 (50 XP)
Death Burst. When the mephit dies, it leaves behind a cloud
of smoke that fills a 5-foot-radius sphere centered on its space.
The sphere is heavily obscured . Wind disperses the cloud,
which otherwise lasts for 1 minute.
Death Burst. When the mephit dies , it explodes in a cloud of
steam . Each creature within 5 feet of the mephit must succeed
on a DC 10 Dexterity saving throw or take 4 (ld8) fire damage.
Innate Spellcasting (1JDay). The mephit can innately cast
dancing lights, requiring no material components . Its innate
spellcasting ability is Charisma.
Innate Spellcasting (1JDay). The mephit can innately cast blur,
requiring no material components . Its innate spellcasting
ability is Charisma.
ACTIONS
ACTIONS
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) slashing damage .
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature.
Hit: 2 (ld4) slashing damage plus 2 (1d4) fire damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone
of smolde ring ash . Each creature in that area must succeed on
a DC 10 Dexterity saving throw or be blinded until the end of
the me ph it's next turn .
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone
of scalding steam . Each creature in that area must succeed on
a DC 10 Dexterity savi ng throw, taking 4 (1d8) fire damage on a
failed save, or half as much damage on a successful one.
'-r~ ~ >~
MERFOLK
Aquatic humanoids with the upper body of a human and
the lower body of a fish, merfolk adorn their skin and
scales with shell decorations.
Merfolk tribes and kingdoms span the world, and
their people are as varied in color, culture, and outlook
as the human races of the surface. Land folk and
mer folk rarely meet except by chance, though star-eyed
mariners tell tales of romance with these creatures
along the shoals of faraway islands.
Merfolk lack the materials and practical means to
forge weapons beneath the waves, to write books and
keep lore, or to shape stone to raise buildings and
cities. As a result, most live in small hunter-gatherer
tribes, each of which holds unique values and creeds.
Only occasionally do mer folk unite under the rule of a
single leader. They do so to face a common threat or
to complete a conquest. Such unifications can be the
beginning of undersea kingdoms with dynasties lasting
hundreds of years.
Merfolk Settlements. Merfolk build their settlements
in vast undersea caverns, mazes of coral, the ruins of
sunken cities, or structures they carve from the rocky
seabed. They live in water shallow enough that the
passage of time can be marked by the gleam and fade
of sunlight through the water. In the reefs and trenches
near their settlements, merfolk harvest coral and farm
the seabed, shepherding schools of fish as land-based
farmers tend sheep. Only rarely do merfolk venture into
the darkest depths of the ocean. In such depths and
in their undersea caverns, merfolk rely on the light of
bioluminescent flora and fauna, such as jellyfish, whose
slow pulsing movements lend merfolk settlements an
otherworldly aesthetic.
Merfolk defend their communities with spears
crafted from whatever materials they can salvage from
shipwrecks, beaches, and dead undersea creatures.
1 MERFOLK
Medium humanoid (merfolk), neutral
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 10ft., swim 40ft.
STR
10 (+0)
DEX
13 (+1)
CON
INT
WIS
12 (+1)
11 (+0)
11 (+0)
CHA
12 (+1)
Skills Perceptio n +2
Senses passive Perception 12
Languages Aquan, Common
Challenge 1/8 (25 XP)
Amphibious. The merfolk can breathe air and water.
ACTIONS
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 3 (1 d6) piercing damage,
or 4 (1d8) piercing damage if used with two hands to make a
melee attack.
2I8
MERROW
Merrow haunt coastal waters, preying on fisherfolk,
merfolk, and any other edible creature that crosses their
path. These savage monsters snatch and devour unwary
prey, hauling drowned corpses back to their underwater
grottoes to feed.
Transformed Merfolk. Long ago, a tribe of merfolk
found an idol of Demogorgon at the bottom of the sea.
Not knowing what it was, they brought the artifact
to their king. Everyone who touched the idol became
afflicted with madness, including the king, who decreed
that a sacrificial ritual be performed to open a gateway
to the Abyss. The ocean turned red with the blood of
slaughtered merfolk, but the ritual worked, and the
king led the survivors through the underwater gate
to Demogorgon's layer of the Abyss. The merfolk
remained there for generations, fighting for their lives
as the Abyss warped them completely, transforming
them into hulking, evil monstrosities. Thus, the first
merrow were born.
Coastal Bullies. Whenever an opportunity presents
itself, the Prince of Demons sends merrow back to
the Material Plane to wreak havoc in the oceans. The
merrow are bullies, attacking all creatures smaller and
weaker than themselves.
Merrow dwell in undersea caves filled with treasures
and trophies, taken from their victims and sunken
ships. They tie the rotting corpses of dead enemies and
drowned sailors to strands of kelp to mark the borders
of their territory.
MERROW
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10ft., swim 40ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
8 (- 1)
WIS
10 (+0)
CHA
9 (- 1)
Senses darkvision 60ft., passive Perception 12
Languages Abyssal, Aquan
Challenge 2 (450 XP)
Amphibious. The merrow can breathe air and water.
ACTIONS
Multiattack. The merrow makes two attacks: one with its bite
and one with its claws or harpoon .
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 target.
Hit: 9 (2d4 + 4) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. If the target is a Huge or smaller creature, it must
succeed on a Strength contest against the merrow or be pulled
up to 20 feet toward the merrow.
MIMIC
Medium monstrosity (shapechanger), neutral
Armor Class 12 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 15ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (- 3)
WIS
13 (+1)
CHA
8 (- 1)
Skills Stea lth +5
Damage Immunities acid
Condition Immunities prone
Senses darkvision 60ft. , pass ive Perception 11
Languages Challenge 2 (450 XP)
Shapechanger. The mimic can use its action to polymorph into
an object or back into its true, amorphous form. Its statistics
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.
Adhesive (Object Form Only). The mimic adheres to anything
that touches it. A Huge or smaller creature adhered to the
mimic is also grappled by it (escape DC 13). Ability checks
made to escape thi s grapple have disadvantage.
False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an
ordinary object.
Grappler. The mimic has advantage on attack rolls against any
creature grappled by it .
ACT IONS
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in
object form, the target is subjected to its Adhesive trait.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
~~0
Mimics are shapeshifting predators able to take on
the form of inanimate objects to lure creatures to their
doom. In dungeons, these cunning creatures most often
take the form of doors and chests, having learned that
such forms attract a steady stream of prey.
Imitative Predators. Mimics can alter their
outward texture to resemble wood, stone, and other
basic materials, and they have evolved to assume the
appearance of objects that other creatures are likely to
come into contact with. A mimic in its altered form is
nearly unrecognizable until potential prey blunders into
its reach, whereupon the monster sprouts pseudopods
and attacks.
When it changes shape, a mimic excretes an adhesive
that helps it seize prey and weapons that touch it.
The adhesive is absorbed when the mimic assumes
its amorphous form and on parts the mimic uses to
move itself.
· Cunning Hunters. Mimics live and hunt alone, though
they occasionally share their feeding grounds with other
creatures. Although most mimics have only predatory
intelligence, a rare few evolve greater cunning and the
ability to carry on simple conversations in Common or
Undercommon. Such mimics might allow safe passage
through their domains or provide useful information in
exchange for food .
MIND FLAYER
Mind fiayers, also called illithids, are the scourge of
sentient creatures across countless worlds. Psionic
tyrants, slavers, and interdimensional voyagers, they
are insidious masterminds that harvest entire races for
their own twisted ends. Four tentacles snake from their
octopus-like heads, flexing in hungry anticipation when
sentient creatures come near.
In eons past, illithids controlled empires that spanned
many worlds. They subjugated and consequently warped
whole races of humanoid slaves, including the githyanki
and githzerai, the grimlocks, and the kuo-toa. Conjoined
by a collective consciousness, the illithids hatch plots
as far-reaching and evil as their fathomless minds
can conceive.
Since the fall of their empires, illithid collectives on
the Material Plane have resided in the Underdark.
Psionic Commanders. Mind fiayers possess psionic
powers that enable them to control the minds of
creatures such as troglodytes, grimlocks, quaggoths,
and ogres. Illithids prefer to communicate via telepathy
and use their telepathy when issuing commands to
their thralls.
When an illithid meets strong resistance, it avoids
initial combat as it orders its thralls to attack. Like
physical extensions of the illithid's thoughts, these
thralls interpose themselves between the mind
fiayer and its foes, sacrificing their lives so that their
master can escape.
Hive Mind Colonies. Solitary mind fiayers are likely
rogues and outcasts. Most illithids belong to a colony
of sibling mind fiayers devoted to an elder brain- a
massive brain-like being that resides in a briny pool
near the center of a mind fiayer community. From its
pool, an elder brain telepathically dictates its desires to
each individual mind fiayer within 5 miles of it, for it is
able to hold multiple mental conversations at once.
Hunger of the Mind. Illithids subsist on the brains
of humanoids. The brains provide enzymes, hormones,
and psychic energy necessary for their survival. An
illithid healthy from a brain-rich diet secretes a thin
glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours
the brain of a humanoid, along with its memories,
personality, and innermost fears. Mind fiayers will
sometimes harvest a brain rather than devour it, using it
as part of some alien experiment or transforming it into
an intellect devourer.
QUA LITH
On the rare occasion that mind flayers need to write
something down, they do so in Qualith. This system of
tactile writing (similar to braille) is read by an illithid's
tentacles. Qualith is written in four-line stanzas and is so
alien in construction that non-illithids must resort to magic
to discern its meaning. Though Qualith can be used to keep
records, illithids most often use it to mark portals or other
surfaces with warnings or instructions.
Medium aberration, lawful evil
Armor Class 15 (brea stplate)
Hit Points 71 (13d8 + 13)
Speed 30ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws lnt +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6,
Persuasion +6, Stealth +4
Senses darkvision 120ft., passive Perception 16
Languages Deep Speech, Undercommon , telepathy 120ft.
Challenge 7 (2,900 XP)
Magic Resistance. The mind flayer has advantage on saving
throws against spells and other magical effects.
Innate Spel/casting (Psionics). The mind flay er's innate
spellcasting ability is Intelligence (spell save DC 15). It can
innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
ljday each: dominate monster, plane shift (self only)
ACTIONS
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is
Medium or smaller, it is grappled (escape DC 15) and must
succeed on a DC 15 Intelligence saving throw or be stunned
until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one incapacitated humanoid grappled by the mind flayer. Hit:
The target takes 55 (lOdlO) piercing damage. If this damage
reduces the target to 0 hit points, the mind flayer kills the
target by extracting and devouring its brain .
Mind Blast (Recharge 5-6). The mind flayer magically emits
psychic energy in a 60-foot cone. Each creature in that area
must succeed on a DC 15 Intelligence saving throw or take
22 (4d8 + 4) psychic damage and be stunned for 1 minute. A
creature can repeat the saving throw at the end of each of its
t_urns , ending the effect on itself on a success.
VARIANT: MIND FLAYER ARCANIST
A few mind flayers supplement their psionic power with
arcane spells . However, they are regarded as deviants by their
illithid peers and usually shunned. A mind flayer arcanist has
a challenge rating of8 (3,900 XP) and the following trait.
Spel/casting. The mind flayer is a lOth-level spellcaster.
Its spellcasting ability is Intelligence (save DC 15, +7 to hit
with spell attacks). The mind flayer has the following wizard
spells prepared:
I
~2~
MIND FLAYER
Cantrips (at will) : blade ward, dancing lights, mage hand,
shocking grasp
lst level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots) : confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall offorce
MINOTAUR
A minotaur's roar is a savage battle cry that most
civilized creatures fear. Born into the mortal realm by
demonic rites, minotaurs are savage conquerors and
carnivores that live for the hunt. Their brown or black
fur is stained with the blood of fallen foes, and they
carry the stench of death.
The Beast Within. Most minotaurs are solitary
carnivores that roam labyrinthine dungeons, twisting
caves, primeval woods, and the maze-like streets and
passages of desolate ruins. A minotaur can visualize
every route it might take to close the distance to its prey.
The scent of blood, the tearing of flesh, and the
cracking of bones spur a minotaur's lust for carnage,
overwhelming all thought and reason. In a blood rage,
a minotaur charges anything it sees, butting and goring
like a battering ram, then chopping the fallen in twain.
Apart from ambushing creatures that wander into its
labyrinth, a minotaur cares little for strategy or tactics.
Minotaurs seldom organize, they don't respect authority
or hierarchy, and they are notoriously difficult to enslave,
let alone control.
Cults ofthe Horned King. Minotaurs are the dark
descendants of humanoids transformed by the rituals of
cults that reject the oppression of authority by returning
to nature. Inductees often mistake these cults for
druidic circles or totemic religions whose ceremonies
involve entering a labyrinth while wearing a ceremonial
animal mask.
Within these bounded environments, cultists hunt,
kill, and eat wild beasts, indulging their basest primal
urges. In the end, however, sacrificial animals are
exchanged for humanoid sacrifice- sometimes an
inductee that tried to escape the cult after learning its
secrets. These labyrinths become blood-soaked halls of
slaughter, echoing to the cultists' savagery.
Unknown to all but their highest-ranking leaders,
these mystery cults are creations of the demon lord
Baphomet, the Horned King, whose layer of the Abyss
is a gigantic labyrinth. Some of his followers are fervent
supplicants that plead for strength and power. Others
come to the cult seeking a life free from authority's
chains- and are liberated of their humanity instead as
Baphomet transforms them into the minotaurs that echo
his own savage form.
Although they begin as creations of the Horned King,
minotaurs can breed true with one another, giving rise
to an independent race of Baphomet's savage children
in the world.
Large monstrosity, chaotic evil
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (- 2)
WIS
16 (+3)
CHA
9 (- 1)
Skills Perception +7
Senses darkvision 60ft., passive Perception 17
Languages Abyssal
Challenge 3 (700 XP)
Charge. If the minotaur moves at least 10 feet straight toward a
target and then hits it with a gore attack on the same turn, the
target takes an extra 9 (2d8) 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.
Labyrinthine Recall. The minotaur can perfectly recall any path
it has traveled.
Reckless. At the start of its turn, the minotaur can gain
advantage on all melee weapon attack rolls it makes during
that turn, but attack rolls against it have advantage until the
start of its next turn.
ACTIONS
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Modrons are beings of absolute law that adhere to a
· . hive-like hierarchy. They inhabit the plane of Mechanus
and tend its eternally revolving gears, their existence a
clockwork routine of perfect order.
Absolute Law and Order. Under the direction
of their leader, Primus, modrons increase order in
the multiverse in accordance with laws beyond the
comprehension of·mortal minds. Their own minds
are networked in a hierarchal pyramid, in which
each modron receives commands from superiors and
delegates orders to underlings. A mod ron carries out
commands with total obedience, utmost efficiency, and
an absence of morality or ego.
Modrons have no sense of self beyond what is
necessary to fulfill their duties. They exist as a unified
collective, divided by ranks, yet they always refer to
themselves collectively.To a modron, there is no "I," but
only "we" or "us."
Absolute Hierarchy. Modrons communicate only
with their own rank and the ranks immediately above
and below them. Modrons more than one rank away are
either too advanced or too simple to understand.
Cogs ofthe Great Machine. If a modron is destroyed,
its remains disintegrate. A replacement from the next
lowest rank then transforms in a flash of light, gaining
the physical form of its new rank. The promoted mod ron
is replaced by one of its underlings in the same manner,
all t~e way to the lowest levels of the hierarchy. There, a
new mod ron is created by Primus, with a steady stream
of monodrones leaving the Great Modron Cathedral on
Mechanus as a result.
The Great Modron March. When the gears of
Mechanus complete seventeen cycles once every 289
years, Primus sends a vast army of modrons across the
Outer Planes, ostensibly on a reconnaissance mission.
The march is long and dangerous, and only a small
number of modrons returns to Mechanus.
MONODRONE
A monodrone can perform one simple task at a time and
can relay a single message of up to forty-eight words.
DUODRONE
The blocky duodrones supervise units of monodrones
and can perform up to two tasks at a time.
A mod ron unit sometimes becomes defective, either through
natural decay or exposure to chaotic forces. Rogue modrons
don't act in accordance with Primus's wishes and directives,
breaking laws, disobeying orders, and even engaging in
violence. Other modrons hunt down such rogues.
A rogue mod ron loses the Axiomatic Mind trait and can
have any alignment other than lawful neutral. Otherwise, it
has the same statistics as a regular mod ron of its rank.
"""
MONODRONE
Medium construct, lawful neutral
Armor Class 15 (natural armor)
Hit Points 5 (1d8 + 1)
Speed 30ft., fly 30ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Senses truesight 120ft., passive Perception 10
Languages Modron
Challenge 1/8 (25 XP)
TRIDRONE
Tridrones are shaped like inverted pyramids. They lead
lesser modrons in battle.
UADRONE
Astute combatants, quadrones serve as artillery and
field officers in the regiments of modron armies.
Axiomatic Mind. The monodrone can't be compelled to act in a
manner contrary to its nature or its instructions .
Disintegration. If the monodrone dies, its body disintegrates
into dust, leaving behind its weapons and anything else it
was carrying.
ACTIONS
PENTADRONE
Pentadrones oversee Mechanus's worker populace and
call improvise in response to new situations.
'424
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.
javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Medium construct, lawful neutral
Medium construct, lawful neutral
Armor Class 15 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 30ft.
Armor Class 15 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
9 (- 1)
WIS
10 (+0)
CHA
9 (- 1)
Senses truesight 120ft., passive Perception 10
Languages Modron
Challenge 1/4 (50 XP)
Senses truesight 120ft., passive Perception 10
Languages Modron
Challenge 1/2 (100 XP)
Axiomatic Mind. The duodrone can't be compelled to act in a
Axiomatic Mind. The tridrone can't be compelled to act in a
manner contrary to its nature or its instructions.
manner contrary to its nature or its instructions .
Disintegration. If the duodrone dies, its body disintegrates
Disintegration. If the tridrone dies , its body disintegrates
into dust, leaving behind its weapons and anything e lse it
was carrying.
into dust, leaving behind its weapons and anything else it
was carrying.
ACTIONS
ACTIONS
Multiattack. The duodrone makes two fist attacks or two
Multiattack. The tridrone makes three fist attacks or three
javelin attacks .
javelin attacks.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d4) bludgeoning damage.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 4 (ld6 + 1) piercing damage.
3 (1d4 + 1) bludgeoning damage.
225
-1
PENTADRONE
Large construct, lawful neutral
QUADRONE
Meaium construct, lawful neutral
Armor Class 16 (natural armor)
Hit Points 32 (5d10 + 5)
Speed 40ft.
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30ft., fly 30ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
STR
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Skills Perception +2
Senses truesight 120ft., passive Perception 12
Languages Madron
Challenge 1 (200 XP)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
l3 (+1)
Skills Perception +4
Senses truesight 120ft., passive Perception 14
Languages Madron
Challenge 2 (450 XP)
Axiomatic Mind. The pentadrone can't be compelled to act in a
manner contrary to its nature or its instructions.
Axiomatic Mind. The quadrone can't be compelled to act in a
manner contrary to its nature or its in s truction s .
Disintegration. lfthe pentadrone dies, its body disintegrates
Disintegration. If the quad ron e dies, its body di si ntegrates
into du st, leaving behind its weapons a nd anything e lse it
was carryin g.
into dust, leavin g be hind its weapons and anything e lse it
was carryin g.
ACTIONS
ACTIONS
Multiattack. The qu ad rone makes two fist attacks or four
s hortbow attacks.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning d amage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80(320 ft .,
Hit: 5 (1d6 + 2) pierc ing dam age.
Multiattack. The pe ntadrone makes five arm attacks.
Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) bludgeo nin g damage.
Paralysis Gas (Recharge .5- 6). Th e pent adron e ex hal es a 30·
foot co ne of gas. Each creature in that area must s ucceed on a
DC ll Constitution savin g throw or be paralyzed for 1 minute.
A creatu re can re peat the saving throw at the end of each of its
turns , e nding the effect on itself on a success.
MUMMIES
MUMMY LORD
Raised by dark funerary rituals, a mummy shambles
from the shrouded stillness of a time-lost temple or
tomb. Having been awoken from its rest, it punishes
transgressors with the power of its unholy curse.
Preserved Wrath. The long burial rituals that
accompany a mummy's entombment help protect
its body from rot. In the embalming process, the
newly dead creature's organs are removed and
placed in special jars, and its corpse is treated with
preserving oils, herbs, and wrappings. After the body
has been prepared, the corpse is typically wrapped in
linen bandages.
The WiJJ ofDark Gods. An undead mummy is created
when the priest of a death god or other dark deity
ritually imbues a prepared corpse with necromantic
magic. The mummy's linen wrappings are inscribed
with necromantic markings before the burial ritual
concludes with an invocation to darkness. As a
mummy endures in undeath, it animates in response
to conditions specified by the ritual. Most commonly,
a transgression against its tomb, treasures, lands, or
former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no
say in whether or not its body is made into a mummy.
Some mummies were powerful individuals who
displeased a high priest or pharaoh, or who committed
crimes of treason, adultery, or murder. As punishment,
they were cursed with eternal undeath, embalmed,
mummified, and sealed away. Other times, mummies
acting as tomb guardians are created from slaves put to
death specifically to serve a greater purpose.
Creature ofRitual. A mummy obeys the conditions
and parameters laid down by the rituals that created it,
driven only to punish transgressors. The overwhelming
terror that foreshadows a mummy's attack can leave
the intended victim paralyzed with fright. In the days
following a mummy's touch, a victim's body rots from
the outside in, until nothing but dust remains.
Ending a Mummy's Curse. Rare magic can undo or
dispel the ritual that gave rise to a mummy, allowing it
to truly die. More commonly, a mummy can be sent back
to its endless rest by undoing the transgression that
caused it to rise. A sacred idol might be replaced in its
niche, a stolen treasure could be returned to its tomb, or
a temple might be purified of despoiling bloodshed.
More ephemeral or permanent offenses, such as
revealing a secret the mummy wished kept or killing
an individual the mummy loved, can't be so easily
remedied. In such cases, a mummy might slaughter all
the creatures responsible and still not sate its wrath.
Undead Archives. Though they seldom bother to
do so, mummies can speak. As a result, some serve as
undead repositories of lost lore, and can be consulted by
the descendants of those who created them. Powerful
individuals sometimes intentionally sequester mummies
away for occasional consultation.
Undead Nature. A mummy doesn't require air, food,
drink, or sleep.
In the tombs of the ancients, tyrannical monarchs and
the high priests of dark gods lie in dreamless rest,
waiting for the time when they might reclaim their
thrones and reforge their ancient empires. The regalia
of their terrible rule still adorns their linen-wrapped
bodies, their moldering robes stitched with evil symbols
and bronze armor etched with devices of dynasties that
fell a thousand years before.
Under the direction of the most powerful priests,
the ritual that creates a mummy can be increased in
potency. The mummy lord that rises from such a ritual
retains the memories and personality of its former
life, and is gifted with supernatural resilience. Dead
emperors wield the same infamous rune-marked
blades that they did in legend. Sorcerer lords work
the forbidden magic that once controlled a terrified
populace, and the dark gods reward dead priest-kings'
prayers by imparting divine spells.
Heart ofthe Mummy Lord. As part of the ritual that
creates a mummy lord, the creature's heart and viscera
are removed from the corpse and placed in canopic jars.
These jars are usually carved from limestone or made of
pottery, etched or painted with religious hieroglyphs.
As long as its shriveled heart remains intact, a
mummy lord can't be permanently destroyed. When
it drops to 0 hit points, the mummy lord turns to dust
and re-forms at full strength 24 hours later, rising out
of dust in close proximity to the canopic jar containing
its heart. A mummy lord can be destroyed or prevented
from re-forming by burning its heart to ashes. For this
reason, a mummy lord usually keeps its heart and
viscera in a hidden tomb or vault.
The mummy lord's heart has AC 5, 25 hit points, and
immunity to all damage except fire.
227
A MuMMY LoRn's LAIR
A mummy lord watches over an ancient temple or tomb
that is protected by lesser undead and rigged with
traps. Hidden in this temple is the sarcophagus where a
mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge
rating of 16 (15,000 XP).
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the mummy
lord takes a lair action to cause one of the following
effects; the mummy lord can't use the same effect two
rounds in a row.
• Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until
initiative count 20 on the next round.
MUMMY
Medium undead, lawful evil
Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 20ft.
STR
16 (+3)
DEX
8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
12 {+1)
Saving Throws Wi s +2
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities necrotic, poi so n
Condition Immunities charmed, exha ustion , frightened,
paralyzed, poisoned
Senses darkvision 60ft., passive Perception 10
Languages the languages it knew in life
Challenge 3 (700 XP)
ACTIONS
Multiattack. The mummy can use its Dreadful Glare and
makes one attack with its rotting fist.
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 target can't regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that elapse.
If the curse reduces the target's hit point maximum to 0, the
target dies, and its body turn s to dust. The curse lasts until
removed by the remove curse spell or other magic.
''B EFORE OPENING A SARCOPHAGUS, LIGHT A TORCH."
-X
THE MYSTic's
7T H
RULE OF DUNGEON SURVIVAL
Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must
succeed on a DC 11 Wisdom saving throw against this magic
or become frightened until the end of the mummy's next
turn . If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration . A target that succeeds on the
saving throw is immune to the Dreadful Glare of all mummies
(but not mummy lords) for the next 24 hours .
!§
...
-- =::=-z -
Each undead in the lair has advantage on saving
throws against effects that turn undead until initiative
count 20 on the next round.
Until initiative count 20 on the next round, any
non-undead creature that tries to cast a spell of 4th
level or lower in the mummy lord's lair is wracked
with pain. The creature can choose another action,
but if it tries to cast the spell, it must make a DC 16
Constitution saving throw. On a failed save, it takes
ld6 necrotic damage per level of the spell, and the
spell has no effect and is wasted.
REGIONAL EFFECTS
A mummy lord's temple or tomb is warped in any of the
following ways by the creature's dark presence:
Food instantly molders and water instantly evaporates
when brought into the lair. Other non magical drinks
are spoiled- wine turning to vinegar, for instance.
• Divination spells cast within the lair by creatures
other than the mummy lord have a 25 percent chance
to provide misleading results, as determined by the
DM. If a divination spell already has a chance to fail
or become unreliable when cast multiple times,·t11at
chance increases by 25 percent.
···
• A creature that takes treasure from the lair is cursed
until the treasure is returned. The cursed target has
disadvantage on all saving throws. The curse lasts
until removed by a remove curse spell or other magi~. ·
If the mummy lord is destroyed, these regional effects
end immediately.
Hi? ?
MUMMY .LORD
Medium undead, lawful evil
Armor Class 17 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 20ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
:
.
._..., i#ii.-
ti ~ ?:--
#?- ffi ,..~~ I
necrotic damage. If the target is a cre.ature, it must succeed on
a DC 16. Constitution saving throw or be cursed with mummy
rot. The cursed ta~get can't regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that elapse. '
If the curse reduces the target's hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
INT
11 (+0)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws Con +8, lnt +5, Wis +9, Cha +8
Skills History +5, Religion +5
Damage Vulnerabilities fire
Damage Immunities necrotic, poison; bludgeoning, piercing,
and slashing from non magical weapons
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60ft., passive Perception 14
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Magic Resistance. The mummy lord has advantage on saving
throws against spells and other magical effects.
Rejuvenation. A destroyed mummy lord gains a new 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 lOth-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
1st level (4 slots): command, guiding bolt, shield offaith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots) : animate dead, dispel magic
4th level (3 slots) : divination, guardian offaith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harm
ACTIONS
Multiattack. The mummy can use its Dreadful Glare and
makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft ., one
target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6)
Dreadful Glare. The mummy lord targets one creature it can
see within 60 feet of it. If the target can see the mummy lord,
it must succeed on a DC 16 Wisdom saving throw against this
magic or become frightened until the end ofthe mummy's next
turn. If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that succeeds on the
saving throw is immune to the Dreadful Glare of all mummies
and mummy lords for the next 24 hours .
LEGENDARY ACTIONS
The mummy lord can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn _
The mummy lord regains spent legendary actions at the start
of its turn .
Attack. The mummy lord makes one attack with its rotting fist
or uses its Dreadful Glare.
Blinding Dust. Blinding dust and sand swirls magically around
the mummy lord. Each creature within 5 feet of the mummy
lord must succeed on a DC 16 Constitution saving throw or
be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters
a blasphemous word. Each non·undead creature within 10
feet of the mummy lord that can hear the magical utterance
must succeed on a DC 16 Constitution saving throw or be
stunned until the end of the mummy lord's next turn .
Channel Negative Energy (Costs 2 Actions). The mummy lord
magically unleashes negative energy. Creatures within 60
feet ofthe mummy lord, including ones behind barriers and
around corners, can't regain hit points until the end of the
mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
magically transforms into a whirlwind of sand, moves up to
60 feet, and reverts to its normal form . While in whirlwind
form , the mummy lord is immune to all damage, and it
can't be grappled , petrified, knocked prone, restrained, or
stunned. Equipment worn or carried by the mummy lord
remain in its possession .
229
to begin with (s~ch as a construct, element!ll, ooze,
pl:;tnt, or undead) can't be turned into a spore serv.ant.
The following characteristics change or are added to a
creature that becomes a spore servant.
Retained Characteristics. The servant retains its
Armor Class, hit points, Hit Dice, Strength, Dexterity,
Constitution, vulnerabilities, resistances, and imml!nities.
Lost Characteristics. The servant loses its original
saving throw and skill bonuses, special senses, and
special traits. It loses any action that isn't Multiattack or
a melee weapon attack that deals bludgeoning, piercing,
or slashing damage. If it has an action or a melee weapon
attack that deals some other type of damage, it loses the
ability to deal damage of that type, unless the damage
comes from a piece of equipment, such as a magic item.
Type. The servant's type is plant, and it loses any tags.
Alignment. The servant is unaligned.
Speed. Reduce all the servant's speeds by 10 feet, to a
minimum of 5 feet.
Ability Scores. The servant's ability scores change as
follows: Int 2 (-4), Wis 6 (- 2), Cha 1 (-5).
Senses. The servant has blindsight with a radius of
30 feet, and it is blind beyond this radius.
Condition Immunities. The servant can't be blinded,
charmed, frightened, or paralyzed.
Languages. The servant loses all known languages,
but it responds to orders given to it by myconids using
rapport spores. The servant gives highest priority to
orders received from the most powerful myconid.
Attacks. If the servant has no other means of dealing
damage, it can use its fists or limbs to make unarmed
strikes. On a hit, an unarmed strike deals bludgeoning
damage equal to ld4 +the servant's Strength modifier,
or, if the servant is Large, 2d4 + its Strength modifier.
MYCONIDS
Myconids are intelligent, ambulatory fungi that live
in the Underdark, seek enlightenment, and deplore
violence. If approached peacefully, myconids gladly
provide shelter or allow safe passage through
their colonies.
Circles and Melds. The largest myconid in a colony
is its sovereign, which presides over one or more social
groups called circles. A circle consists of twenty or more
myconids that work, live, and meld together.
A meld is a form of communal meditation that
allows myconids to transcend their dull subterranean
existence. The myconids' rapport spores bind the
participants into a group consciousn~ss. Hallucination
spores then induce a shared dream that provides
entertainment and social interaction. Myconids consider
melding to be the purpose of their existence. They use
it in the pursuit of higher consciousness, collective
union, and spiritual apotheosis. Myconids also use their
rapport spores to communicate telepathically with other
sentient creatures.
Myconid Reproduction. Like other fungi, myconids
reproduce by mundane sporing. They carefully control
their spores' release to avoid overpopulation.
SPORE SERVANT TEMPLATE
A spore servant is any Large or smaller creature brought
back to life by the animating spores of a myconid
sovereign. A creature that was never flesh and blood
-1
Small plant, lawful neutral
SAMPLE SPORE SERVA NT
This spore servant statistics presented here use a
quaggoth as the base creature.
STR
8 (- 1)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
11 (+0)
CHA
5 (-3)
- -----< .:....·-
·-
>...::::s;::s
-:;;..:; - ..._..,
QUAGGOTH SPORE SERVANT
Medium plant, unaligned
Senses darkvi s ion 120ft., pas sive Perception 10
Languages Challenge 0 (10 XP)
Distress Spores. When the myconid takes damage, all other
myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage
on ability checks, attack rolls, and saving throws. The myconid
dies if it spends more than 1 hour in direct sunlight.
ACTIONS
Fist. Melee Weapon Attack:+1 to hit, reach 5 ft., one target. Hit:
1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage.
Rapport Spores (3jDay). A 10-foot radius of spores extends
from the myconid. These spores can go around corners and
affect only creatures with an Intelligence of 2 or higher that
aren't undead, constructs, or elementals. Affected creatures
can communicate telepathically with one another while they are
within 30 feet of each other. The effect lasts for 1 hour.
Armor Class 13 (natura l armo r)
Hit Points 45 (6d8 + 18)
Speed 20 ft., climb 20 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
WIS
CHA
2 (- 4)
6 (- 2)
1 (- 5)
Damage Immunities poison
Condition Immunities blinded, cha rmed , frighten ed,
paralyzed , poisoned
Senses blinds ight 30ft. (blind beyond this radius),
passive Perception 8
Languages Challenge 1 (200 XP)
ACTIONS
Multiattack. The spore servant makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Large plant, lawful neutral
Armor Class 13 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30ft.
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
Senses darkvision 120ft., passive Perception 12
LanguagesChallenge 2 (450 XP)
Distress Spores. When the myconid takes damage, all other
myconids within 240 feet of it can sense its pain.
Medium plant, lawful neutral
Sun Sickness. While in sunlight, the myconid has disadvantage
on ability checks, attack rolls, and saving throws. The myconid
dies if it spends more than 1 hour in direct sunlight.
·Armor Class 12 (natural armor)
· Hit Points 22 (4d8 + 4)
Speed 20ft.
ACTIONS
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
7 (-2)
Senses darkvision 120ft., passive Perception 11
LanguagesChallenge 1/2 (100 XP)
Multiattack. The myconid uses either its Hallucination Spores
or its Pacifying Spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
Animating Spores (3fDay). The myconid targets one corpse of
Distress Spores. When the myconid takes damage, all other
myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has disadvantage
on ability checks, attack rolls, and saving throws. The myconid
dies if it spends more than 1 hour in direct sunlight.
a humanoid or a Large or smaller beast within 5 feet of it and
releases spores at the corpse. In 24 hours, the corpse rises as a
spore servant. The corpse stays animated for 1d4 + 1 weeks or
until destroyed, and it can't be animated again in this way.
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Hallucination Spores. The myconid ejects spores at one
creature it can see within 5 feet of it. The target must succeed
on a DC 12 Constitution saving throw or be poisoned for
1 minute. The poisoned target is incapacitated while it
hallucinates. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
Pacifying Spores (3fDay). The myconid ejects spores at one
creature it can see within 5 feet of it. The target must succeed
on a DC 11 Constitution saving throw or be stunned for 1
minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Pacifying Spores. The myconid ejects spores at one creature
it can see within 5 feet of it. The target must succeed on a DC
12 Constitution saving throw or be stunned for 1 minute. The
target can repeat the saving throw at the end of each of its
turns, ending the condition on itself on a success.
Rapport Spores. A 20-foot radius of spores extends from the
myconid. These spores can go around corners and affect only
creatures with an Intelligence of 2 or higher that aren't undead,
constructs, or elementals. Affected creatures can communicate
telepathically with one another while they are within 30 feet of
each other. The effect lasts for 1 hour.
Rapport Spores. A 30-foot radius of spores extends from the
myconid. These spores can go around corners and affect only
creatures with an Intelligence of2 or higher that aren't undead,
constructs, or elementals. Affected creatures can communicate
telepathically with one another while they are within 30 feet of
each other. The effect lasts for 1 hour.
NAGAS
Nagas are intelligent serpents that inhabit the ruins of
the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians
by a humanoid race long lost to history. When this race
died out, the nagas deemed themselves the rightful
inheritors of their masters' treasures and magical lore.
Industrious and driven, nagas occasionally venture
out from their lairs to track down magic items or
rare spellbooks.
Nagas never feel the ravages of time or succumb to
sickness. Even if it is struck down, a naga's immortal
spirit reforms in a new body in a matter of days, ready to
continue its eternal work.
Benevolent Dictators and Brutal Tyrants. A naga
rules its domain with absolute authority. Whether it
rules with compassion or by terrorizing its subjects, the
naga believes itself the master of all other creatures that
inhabit its domain.
Rivalry. Nagas have a long-standing enmity with the
yuan-ti, with each race seeing itself as the epitome of
serpentine evolution. Though cooperation between
them is rare, nagas and yuan-ti sometimes set aside
their differences to work toward common objectives.
However, yuan-ti always chafe under a naga's authority.
Immortal Nature. A naga doesn't require air, food ,
drink, or sleep.
BONE NAGA
Large undead, lawful evil
Armor Class 15 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 30ft.
STR
15 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
15 (+2)
CHA
16 (+3)
In response to the long history of conflict between the
yuan-ti and the nagas, yuan-ti created a necromantic
ritual that could halt a naga's resurrection by
transforming the living naga into a skeletal undead
servitor. A bone naga retains only a few of the spells it
knew in life.
Damage Immunities poison
Condition Immunities charmed, exhaustion ,
paralyzed, poisoned
Senses darkvision 60ft., passive Perception 12
Languages Common plus one other language
Challenge 4 (1 ,100 XP)
GUARDIAN NAGA
Spellcasting. The naga is a Sth·level spellcaster (spell save
DC 12, +4 to hit with spell attacks) that needs only verbal
components to cast its spells.
If the nag a was a guardian nag a in life, its spellcasting ability
is Wisdom, and it has the following cleric spells prepared:
Wise and good, the beautiful guardian nagas protect
sacred places and items of magical power from falling
into evil hands. In their hidden redoubts, they research
spells and hatch convoluted plots to thwart the evil
designs of their enemies.
A guardian naga doesn't seek out violence, warning off
intruders rather than attacking. Only if its foes persist
does the naga attack, accosting enemies with its spells
and poisonous spittle.
SPIRIT NAGA
Spirit nagas live in gloom and spitefulness, constantly
plotting vengeance against creatures that have wronged
them- or that they believe have wronged them. Lairing
in dismal caverns and ruins, they devote their time to
developing new spells and enslaving the mortals with
which they surround themselves. A spirit naga likes to
charm its foes, drawing them close so that it can sink its
poisonous fangs into their flesh.
Cantrips (at will) : mending, sacred flame, thaumaturgy
1st level (4 slots): command, shield offaith
2nd level (3 slots) : calm emotions, hold person
3rd level (2 slots) : bestow curse
If the naga was a spirit naga in life, its spellcasting ability is
Intelligence, and it has the following wizard spells prepared :
Cantrips (at will) : mage hand, minor illusion , ray offrost
1st level (4 slots): charm person, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (2 slots) : lightning bolt
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.
Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.
233
Large monstrosity, lawful good
Armor Class 18 (natural armor)
Hit Points 127 (15dl0 + 45)
Speed 40ft.
Large monstrosity, chaotic evil
STR
19 (+4)
Armor Class 15 (natural armor)
Hit Points 75 (lOdlO + 20)
Speed 40ft.
STR
18 (+4)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60ft., passive Perception 12
Languages Abyssal, Common
Challenge 8 (3,900 XP)
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 a lOth-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
with spell attacks), and it needs only verbal components to cast
its spells. It has the fol lowing wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray offrost
1st level (4 slots) : charm person, detect magic, sleep
2nd level (3 slots): detect thoughts, hold person
3rd level (3 slots): lightning bolt, water breathing
4th level (3 slots): blight, dimension door
5th level (2 slots): dominate person
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one creature.
Hit: 7 (ld6 + 4) piercing damage, and the target must make
a DC 13 Constitution saving throw, taking 31 (7d8) poison
damage on a failed save, or ha lf as much damage on a
successful one.
234
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws Dex +8, Con +7, lnt +7, Wis +8, Cha +8
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60ft., passive Perception 14
Languages Celestial, Common
Challenge 10 (5,900 XP)
Rejuvenation. If it dies, the naga returns to life in l d6 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
spel lcasting abi lity is Wisdom (spell save DC 16, +8 to hit with
s pell attacks), and it needs only verbal components to cast its
s pells. It has the following cleric spells prepared:
Cantrips (at will): mending, sacred flam e, thaumaturgy
1st level (4 slots) : command, cure wounds, shield offaith
2nd level (3 slots): calm emotions, hold person
3rd level (3 slots): bestow curse, clairvoyance
4th level (3 slots): banishment,Jreedom of movement
5th level (2 slots): flame strike, geas
6th level (1 slot): true seeing
ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one creature.
Hit: 8 (ld8 + 4) piercing damage, and 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.
Spit Poison. Ranged Weapon Attack: +8 to hit, range 15/30 ft.,
one creature. Hit: The target must make a DC 15 Constitution
saving throw, taking 45 (10d8) poison damage on a fa iled save,
or ha lf as much damage on a successful one.
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60ft., fly 90ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Damage Immunities fire
Senses passive Perception 11
Languages understands Abyssal, Common, and Infernal but
can't speak
Challenge 3 (700 XP)
Confer Fire Resistance. The nightmare can grant resistance to
fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot
radius and dim light for an additional10 feet.
ACTIONS
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6)
fire damage.
Ethereal Stride. The nightmare and up to three willing creatures
within 5 feet of it magically enter the Ethereal Plane from the
Material Plane, or vice versa.
NIGHTMARE
A nightmare appears in a cloud of roiling smoke, its
mane, tail, and hooves wreathed in flame. The creature's
unearthly black form moves with supernatural speed,
vanishing in a cloud of brimstone as quickly as
it appeared.
Dread Steed. Also called a "demon horse" or "hell
horse," the nightmare serves as a steed for creatures of
exceptional evil, carrying demons, devils, death knights,
liches, night hags, and other vile monsters. It resembles
a fiendish horse, and a nightmare's fiery red eyes betray
its malevolent intelligence.
A nightmare can be summoned from the Lower
Planes, but unless a worthy sacrifice is offered to it as
food upon its arrival, the nightmare displays no special
loyalty to the creature it serves.
Creating a Nightmare. Nightmares don't appear
naturally in the multiverse. They must be created from
pegasi. The ritual that creates a nightmare requires the
torturous removal of a pegasus's wings, driving that
noble creature to evil as it is transformed by dark magic.
235
Medium aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
8 (- 1)
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120ft., passive Perception 12
Languages Undercommon
Challenge 2 (450 XP)
Keen Sight. The nothic has advantage on Wis dom (Pe rception)
checks that rely o n s ight.
Multiattack. The nothic makes two c law attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., o ne t arget.
Hit: 6 (1d6 + 3) s lashing dam age.
Rotting Gaze. The nothic t argets one creature it ca n see
within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6)
necrotic damage.
Weird Insight. Th e nothic targets one creature it can see within
30 fe et of it. The target mu st contest its Charisma (Deception)
check agai nst the nothi c's Wisdom (In s ight) check. If the
noth ic win s, it magically lea rn s o ne fa ct o r secret a bo ut
the target. The target automatically wins if it is immune to
being charmed.
A baleful eye peers out from the darkness, its
gleam hinting at a weird intelligence and unnerving
malevolence. Most times, a nothic is content to watch,
weighing and assessing the creatures it encounters.
When driven to violence, it uses its horrific gaze to rot
the flesh from its enemies' bones.
Cursed Arcanists. Rather than gaining the godlike
supremacy they crave, some wizards who devote
their lives to unearthing arcane secrets are reduced
to creeping, tormented monsters by a dark curse left
behind by Vecna, a powerfullich who, in some worlds,
has transcended his undead existence to become a god
of secrets. Nothics retain no awareness of their former
selves, skulking amid the shadows and haunting places
rich in magical knowledge, drawn by memories and
impulses they can't quite understand.
Dark Oracles. Nothics possess a strange magical
insight that allows them to extract knowledge from
other creatures. This grants them unique understanding
of secret a nd forbidden lore, which they share for a
price. A nothic covets magic items, greedily accepting
such gifts from creatures that seek out its knowledge.
Lurkers in Magical Places. Nothics are notorious
for infiltrating a rcane academies and other places
rich in magical learning. They a re driven by the vague
knowledge that there exists a method to reverse their
condition. This isn't a clear sense of purpose, but rather
an obsessive tug at the end of the mind. Some nothics
are clever enough to realize that this is merely part of
the strange lesson for their folly, a false hope to drive
them to seek out more arcane secrets.
OGRES
OGRE
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40ft.
STR
19 (+4)
DEX
8 (- 1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (- 2)
CHA
7 (-2)
Senses darkvision 60ft., passive Perception 8
Languages Common , Giant
Challenge 2 (450 XP)
ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Ogres are as lazy of mind as they are strong of bodY,.
They live by raiding, scavenging, and killing for food and
pleasure. The average adult specimen stands b~tween 9
and 10 feet tall and weighs close to a thousand povnds.
Furious Tempers. Ogres are notorious for their quick
tempers, which flare at the smallest perceived offense.
Insults and name-calling can rouse an ogre's wr-ath in
an instant- as can stealing from it, bumping, jabbing, or
prodding it, laughing, making faces, or simply looking at
it the wrong way. When its rage is incited, an ogre lashes
out in a frustrated tantrum until it runs out of objects or
creatures to smash.
Gruesome Gluttons. Ogres eat almost anything, but
they especially enjoy the taste of dwarves, hal flings,
and elves. When they can, they combine dinner with
pleasure, chasing scurrying victims around before
eating them raw. If enough of its victim remains
after the ogre has gorged itself, it might make a
loincloth from its quarry's skin and a necklace from its
leftover bones. This macabre crafting is the height of
ogre culture.
Greedy Collectors. An ogre's eyes glitter with
avarice when it sees the possessions of others. Ogres
carry rough sacks on their raids, which they fill with
fabulous "treasure" taken from their victims. This might
include a collection of battered helmets, a moldy wheel
of cheese, a rough patch of animal fur fastened like a
cloak, or a squealing, mud-spattered pig. Ogres also
delight in the gleam of gold and silver, and they will
fight one another over small handfuls of coins. Smarter
creatures can earn an ogre's trust by offering it gold or a
weapon forged for a creature of its size.
Legendary Stupidity. Few ogres can count to ten,
even with their fingers in front of them. Most speak only
a rudimentary form of Giant and know a smattering of
Common words. Ogres believe what they are told and
are easy to fool or confuse, but they break things they
don't understand. Silver-tongued tricksters who test
their talents on these savages typically end up eating
their eloquent words-and then being eaten in turn.
Primitive Wanderers. Ogres clothe themselves in
anima l pelts and uproot trees for use as crude tools
and weapons. They create stone-tipped javelins for
hunting. When they establish lairs, they settle near
the rural edges of civilized lands, taking advantage of
poorly protected livestock, undefended larders, and
unwary farmers.
An ogre sleeps in caves, animal dens, or under trees
until it finds a cabin or isolated farmhouse, whereupon
it kills the inhabitants and lairs there. Whenever it is
bored or hungry, an ogre ventures out from its lair,
attacking anything that crosses its path. Only after an.
ogre has depleted an area of food does it move on.
237
s E vER."
•'WoRST. DAN CER .
- RIOOL E FIO
0
E THE 5ATVR,
oN oGRES
L
Ogre Gangs. Ogres sometimes band together in
small, nomadic groups, but they lack a true sense of
tribalism. When bands of ogres meet, one might attempt
to capture the members of the other group to increase
its numbers. However, ogre bands are just as likely to
trade members freely, especially if the welcoming band
is temporarily flush with food and weapons.
Whenever possible , ogres gang up with other
monsters to bully or prey on creatures weaker than
themselves. They associate freely with goblinoids, orcs,
and trolls, and practically worship giants. In the giants'
complex social structure (known as the ordning), ogres
rank beneath the lowest giants in status. As a result, an
ogre will do nearly anything a giant asks.
HALF-OGRE (0GRILLON)
When an ogre mates with a human, hobgoblin, bugbear,
or ore, the result is always a half-ogre. (Ogres don't
mate with dwarves, halflings, or elves. They eat them.)
Human mothers rarely survive the birth of a halfogre offspring.
The half-ogre offspring of an ogre and an ore is also
called an ogrillon. An adult half-ogre or ogrillon stands
8 feet tall and weighs 450 pounds on average.
Large giant, any chaotic alignment
Armor Class 12 (hide armor)
Hit Points 30 (4d10 + 8)
Speed 30ft.
STR
17 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
7 (-2)
WIS
9 (- 1)
CHA
10 (+0)
Senses darkvision 60ft. , passive Perception 9
Languages Common, Giant
Challenge 1 (200 XP)
ACTIONS
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3)
slashing damage if used with two hands .
javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft . or
range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
ONI
In nursery rhymes, oni are fearsome bogeymen that
haunt the nightmares of children and adults alike, yet
they are very real and always hungry. They find human
babies especially delicious. Oni look like demonic ogres
with blue or green skin, dark hair, and a pair of s hort
ivory horns protruding from their foreheads. Their eyes
are dark with strikingly white pupils, and their teeth and
claws are jet black.
Night Haunters. By the light of day, an oni hides
its true form with magic, gaining the trust of those
it intends to betray when darkness descends. These
creatures can change their size as well as their shape,
appearing as humanoids as they pass through towns,
pretending to be travelers, woodcutters, or frontier folk.
In such a form, an oni takes stock of the selection of
humanoids in a settlement and devises ways to abduct
and devour some of them.
Magical Ogres. Oni are sometimes called ogre mages
because of their innate magical ability. Though they
are only distantly related to true ogres, they share the
ogres' habit of joining forces with other evil creatures.
An oni serves a master if doing so proves lucrative or
provides it with a luxurious, well-defended home. Oni
covet magic, and they work for evil wizards and hags in
exchange for useful magic items.
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UMBER HULK
An abominable horror from deep beneath the earth, an
umber hulk burrows into cave complexes, dungeons, or
Underdark settlements in search of food. Those lucky
enough to survive an umber hulk attack often remember
precious little of the incident, thanks to the umber hulk's
mind-scrambling gaze.
Devious Delvers. Umber hulks can burrow through
solid rock, forming new tunnels in their wake. The
steel-ha rd chitin of its body can withstand the cave-ins,
tunnel collapses, and rock falls that commonly follow it.
Burrowing into the wall of a cavern or passageway,
an umber hulk lies in wait for creatures to pass by
on the other s ide, its hair-like feelers sensing any
movement a round it. When it explodes out in a shower
of earth and rock, its unsuspecting quarry turns to face
the oncoming threat-and is entranced by the umber
hulk's bewildering eyes, forced to stand helpless as its
mandibles snap shut.
Mind Scrambler. Many s urvivors of an umber hulk
encounter recollect little about the attack, because the
monster's confusing gaze scrambles their memory of
the event. T hose who have fought and killed umber
hulks recognize the signs. For other denizens of
the Underdark, grisly tales of vanished explorers
and wanton destruction speak of an unknown
foe. Umber hulks take on supernatural status
in these harrowing stories, many of which
convey the same warning: once an umber
hulk has been spotted, it is a lready too late
to escape it.
Large monstrosity, chaotic evil
Armor Class 18 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30ft., burrow 20 ft.
STR
20 (+5)
DEX
13 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
Senses darkvision 120ft., tremorsense 60ft.,
passive Perception 10
Languages Umber Hulk
Challenge 5 (1 ,800 XP)
Confusing Gaze. When a creature starts its turn within 30 feet
of the umber hul k and is able to see the umber hulk's eyes, the
umber hulk can magically force it to ma ke a DC 15 Charisma
saving throw, unl ess the umber hulk is incapacitated.
On a fai led saving throw, the creature can't take reactions
until the start of its next turn and rolls a d8 to determine
what it does during that turn. On a 1 to 4, the creature does
292
UM~ER
HULK
nothing. On a 5 or 6, the creature takes no action but uses all
its movement to move in a random direction . On a '1 or 8, the
creature makes one melee attack against a random creature, or
it doe.s nothing if no creature is within reach.
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 umber hulk until the start of its next turn, when it
can avert its eyes again. If the creature looks at the umbe r hu lk
in the meanti me, it must immediately ma ke the save.
Tunneler. The umber hulk can burrow thro ugh solid rock at
half its burrowing speed an d leaves a 5 foot-wide, 8-foot-high
tunnel in its wake.
ACTIONS
Multiattack. The umber hulk makes three attacks: two with its
claws and one with its mandibles.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) slas hing damage.
Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft. , one
target. Hit: 14 (2d8 + 5) slashing da mage.
UNICORN
Unicorns dwell in enchanted forests. Unrelated to the
horses it resembles, a unicorn is a celestial creature
that wanders sylvan realms, its white form glimmering
like starlight.
A unicorn's brow sports a single spiraling horn
of ivory whose magical touch can heal the sick and
the injured. Its ears catch the words and whispers
of the creatures that share its domain, and it knows
the tongues of elves and sylvan folk. Unicorns allow
good-hearted creatures to enter their woods to hunt or
gather food, but they hold evil ever at bay. Foul-hearted
creatures seldom leave a unicorn's domain alive.
Divine Guardians. Good deities placed unicorns on
the Material Plane to ward away evil and preserve and
protect sacred places. Most unicorns protect a bounded
realm such as an enchanted forest. However, the gods
sometimes send a unicorn to guard sacred artifacts or
protect specific creatures. When the forces of darkness
strike against an individual the gods wish to protect,
they might send that individual to a unicorn's forest,
where evil creatures pursue at their peril.
Unicorns most often serve deities of the forest and
woodlands, including the gods of benevolent fey.
Although all unicorns have natural healing power,
some serve the gods in greater capacities, performing
miracles normally reserved for high priests.
Forest Lords. A unicorn's forest is a celestial realm
where nothing that occurs beneath the sun-dappled
leaves escapes the creature's notice. A unicorn hears
each breathy tune sung by the elves that reside amid
the treetops. It senses where every caterpillar spins
its cocoon, each leaf and branch upon which a bright
butterfly rests its tired wings.
In a unicorn's forest, a sense of calm pervades. From
wolves and foxes to birds, squirrels, and tiny insects,
the creatures of a unicorn's domain seem quite tame.
Pixies, sprites, satyrs, dryads, and other normally
mercurial fey loyally serve a unicorn when they
dwell within its woods. Under a unicorn's protection,
creatures feel safe from the threat of encroach ing
civilization and the insidious spread of evil.
A unicorn roams its domain constantly, moving ever
so carefully so as not to disturb other denizens. A
creature might catch a passing glimpse of the unicorn
then sudden ly see nothing but the wild woods.
Sacred Horns. A unicorn's horn is the focus of its
power, a shard of divine magic wrought in spiraling
ivory. Wands of unicorn horn channel powerful magic,
while unicorn horn weapons strike with divine force.
Wizards can work powdered unicorn horn into potent
potions and scroll ink, or use it as a component in
eldritch rituals. However, any creature that takes a role,
no matter how small, in slaying a unicorn is likely to
become the target of divine retribution.
'
Blessed Mounts. When darkness and evil threaten
to overwhelm the mortal world, the gods sometimes
see fit to pair a unicorn mount with a champion. A
paladin astride a unicorn is a sign of the gods' direct
intervention in the affairs of the mortal realm. It is a
holy alliance made to cleave the heads from demons and
banish devils back to the Nine Hells.
As long as the troubled times of darkness persist,
the unicorn stays by the champion, its horn shining
brightly to drive back the night. However, if the gods'
champion falls from grace or turns from the cause
of righteousness and good, the unicorn departs,
never to return.
A
UNICORN's LAIR
A unicorn's lair might be an ancient ruin overgrown
with vines, a misty clearing surrounded by mighty oaks,
a flower-covered hilltop alive with butterflies, or some
other serene woodland location.
REGIONAL EFFECTS
Transformed by the creature's celestial presence, the
domain of a unicorn might include any of the following
magical effects:
• Open flames of a non magical nature are extinguished
within the unicorn's domain. Torches and campfires
refuse to burn, but closed lanterns are unaffected.
Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity
(Stealth) checks made to hide.
• When a good-aligned creature casts a spell or uses
a magical effect that causes anothe r good-aligned
creature to regain hit points, the target regains the
maximum number of hit points possible for the
spell or effect.
Curses affecting any good-aligned creature
are suppressed.
If the unicorn dies, these effects end immediately.
293
UNICORN
Large celestial, lawful good
Multiattack. The unicorn makes two attacks: one with its
hooves and one with its horn .
Armor Class 12
Hit Points 67 (9d10 + 18)
Speed 50 ft.
STR
DEX
18 (+4)
14 (+2)
CON
15 (+2)
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
INT
11 (+0)
WIS
CHA
17 (+3)
16 (+3)
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60ft.
Challenge 5 (1 ,800 XP)
Charge. If the unicorn moves at least 20 feet straight toward a
target and then hits it with a horn attack on 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.
Innate Spel/casting. The unicorn's innate spellcasting ability is
Charisma (spell save DC 14) . The unicorn can innately cast the
following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1Jday each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The unicorn's weapon attacks are magical.
294
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.
Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The unicorn touches another creature
with its horn. The target magically regains 11 (2d8 + 2) hit
points. In addition, the touch removes all diseases and
neutralizes all poisons afflicting the target.
Teleport (1fDay). The unicorn magically teleports itself and up
to three willing creatures it can see within 5 feet of it, along
with any equipment they are wearing or carrying, to a location
the unicorn is familiar with, up to 1 mile away.
LEGENDARY ACTIONS
The unicorn can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
unicorn regains s pent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a
shimmering, magical field around itself or 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.
Heal Self (Costs 3 Actions) . The unicorn magically regains 11
(2d8 + 2) hit points.
VAMPIRES
Awakened to an endless night, vampires hunger for
the life they have lost and sate that hunger by drinking
the blood of the living. Vampires abhor sunlight, for
its touch burns them. They never cast shadows or
reflections, and any vampire wishing to move unnoticed
among the living keeps to the darkness and far from
reflective surfaces.
Dark Desires. Whether or not a vampire retains
any memories from its former life, its emotional
attachments wither as once-pure feelings become
twisted by undeath. Love turns into hungry
obsession, while friendship becomes bitter
jealousy. In place of emotion, vampires pursue
physical symbols of what they crave, so that a
vampire seeking love might fixate on a young beauty.
A child might become an object of fascination for a
vampire obsessed with youth and potential. Others
surround themselves with art, books, or sinister items
such as torture devices or trophies from creatures
they have killed.
Born from Death. Most of a vampire's victims
become vampire spawn- ravenous creatures with a
vampire's hunger for blood, but under the .control of
the vampire that created them. If a true vampire allows
a spawn to draw blood from its own body, the spawn
transforms into a true vampire no longer under its
master's control. Few vampires are willing to relinquish
their control in this manner. Vampire spawn become
free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound
to its coffin, crypt, or grave site, where it must rest by
day. If a vampire didn't receive a formal burial, it must
lie beneath a foot of earth at the place of its transition
to undeath. A vampire can move its place of burial by
transporting its coffin or a significant amount of grave
dirt to another location. Some vampires set up multiple
resting places this way.
Undead Nature. Neither a vampire nor a vampire
spawn requires air.
The game statistics of a player character
transformed into a vampire spawn and then a
vampire don't change, except that the character's Strength,
Dexterity, and Constitution scores become 18 if they aren't
higher. In addition, the character gains the vampire's damage
resistances, darkvision, traits, and actions. Attack and
damage rolls for the vampire's attacks are based on Strength.
The save DC for Charm is 8 + the vampire's proficiency
bonus+ the vampire's Charisma modifier. The character's
alignment becomes lawful evil, and the DM might take
control of the character until the vampirism is reversed with
a wish spell or the character is killed and brought back to life.
A brilliant thinker and capable warrior in life, Strahd von
Zarovich fought in countless batt les for his people. When war
and killing finally stripped him of his youth and strength , he
settled in the remote val ley of Barovia and built a castle on
a towering pinnacle, from which he could su rvey hi s lands.
Hi s brother Sergei came to live with him in Castle Raven loft,
becoming Strahd's adviser and constant companion.
In hi s brother, Strahd saw everyth ing he had lost. Sergei
was handsome and young, while Strahd had become old and
scarred. Resentment colored their relationship, eventual ly
turning into hatred. Strahd's beloved, Tatyana, sp urned him
for Sergei, whom she pledged to marry.
In a desperate attempt to win Tatyana's heart, Strahd
forged a pact with dark powers that made him immortal.
At the wedding of Sergei and Tatyana, he confronted his
brother and killed him . Tatyana fled and flung herself from
Ravenloft's walls. Strahd's guards, seeing him for a monster,
shot him with arrows. But he did not die. He became a
vampire-the first vampire, according to many sages.
In the centuries since his transfo rmation , Strahd's lust for
life and youth have on ly grown. He broods in his dark castle,
cursing the living for stealing away what he lost, and never
admitting his hand in the tragedy he created.
A vampire chooses a grand yet defensible location for its
lair, such as a castle, fortified manor, or walled abbey. It
hides its coffin in an underground crypt or vault guarded
by vampire spawn or other loyal creatures of the night.
REGIONAL EFFECTS
The region s urrounding a vampire's lair is warped by
the creature's unnatural presence, creating any of the
following effects:
There's a noticeable increase in the populations of
bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their
stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet
of the vampire's la ir. The fog occasionally takes eerie
forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end
after 2d6 days.
Medium undead (shapechanger), lawful evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Harmed by Running Water. The vampire takes 20 acid damage
if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood
is driven into the vampire's heart whi le the vampire is
incapacitated in its resting place, the vampire is paralyzed until
the stake is removed.
Sun light Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight . While in sun li ght, it
has disadvantage on attack rolls and abi lity checks.
ACTIONS
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons
Senses darkvision 120 ft. , pass ive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Shapechanger. If the vampire isn't in sun li ght or running water,
it can use its action to polymorph in to a Tiny bat or a Medium
cloud of mist, or back in to its true form.
While in bat form, the vampire can't speak, its walking speed
is 5 feet, and it has a flying speed of 30 feet. Its statistics, other
than its size and speed, are unchanged. Anything it is wearing
transforms with it, but nothing it is carryin g does. It reverts to
its true form if it dies.
While in mist form, the vampire can't take any acti ons, speak,
or manipulate objects. It is weightless, has a flying speed of 20
feet, can hover, and can enter a hostile creature's space and
stop there. In add ition , if 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 saving
throws, and it is immune to all nonmagical damage, except the
damage it takes from sunlight.
Legendary Resistance (3jDay). If the vampire fails a saving
throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting
place, the vamp ire transforms into a cloud of mist (as in the
Shapechanger trait) instead offal lin g unconscious, provided
that it isn't in sun light or running water. If it can't transform, it
is destroyed.
While it has 0 hit points in mist form , it can't revert to its
vampire form, and it must reach its resting place within 2
hours or be destroyed. Once in its resting place, it reverts to
its vampire form . It is then paralyzed until it regains at least 1
hit point. After spending 1 hour in its resting place with 0 hit
points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start
of its turn if it has at least 1 hit point and isn't in sun light or
running water. lfthe vampire takes radiant damage or damage
from holy water, this trait doesn't function at the start of the
vampire's next turn .
Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Vampire Weaknesses. The vampire has the following flaws :
Forbiddance. The vampire can't enter a residence without an
invitation from one of the occupants,
Multiattack (Vampire Form Only). The vampire makes two
attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning
damage. In stead of dealing damage, the vampire can grapp le
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
grapp led by the vampire, incapacitated, or restrained. Hit: 7
(1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The
target's hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0. A humanoid sla in in this way and then
buried in the ground rises the following night as a vampire
spawn under the vampire's control.
Charm. The vamp ire targets one humanoid it can see within
30 feet of it. If the target can see the vampire , the target must
succeed on a DC 17 Wisdom saving throw again st this magic
or be charmed by the vampire. The charm ed target regards
the vampire as a trusted friend to be heeded and protected.
Although the target isn 't under the vampire's control, it takes
the vampire's requests or actions in the most favorable way it
can, and it is a wil lin g target for the vampire's bite attack.
Each time the vampire or the vampire's companions do
anything harmful to the target, it can repeat the saving throw,
ending the effect on itself on a success. Otherwi se, the
effect lasts 24 hours or until the vampire is destroyed , is on a
different plane of existence than the target , or takes a bonu s
action to end the effect .
Children of the Night (1JDay). The vampire magica lly calls 2d4
swarms of bats or rats, provided that the sun isn't up. While
outdoors, the vampire can call 3d6 wolves instead . Th e called
creatures arrive in 1d4 rounds , acting as allies of th e vampire
and obeyin g its spoken commands . The beasts remain for 1
hour, until the vampire dies, or until the vampire dismisses
them as a bonus action .
LEGENDARY ACTIONS
The vampire can take 3 legend ary actions, choosing from the
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn . The
vampire regains spent legendary actions at the start of its tu rn.
Move. The vampire moves up to its speed without provoking
opportunity attacks .
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite a~tack .
Some vampires have martial training and battlefield
experience. A warrior vampire wearing plate armor (AC
18) and wielding a greatsword has a challenge rating of 15
(13,000 XP) and the following additional action options:
Multiattack. The vampire makes two greatsword attacks .
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 11 (2d6 + 4) slashing damage.
Some vampires are practitioners of the arcane arts. A
spellcaster vampire spellcaster has a challenge rating of 15
(13,000 XP) and the following trait:
Spel/casting. The vampire is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). The vampire has the following
wizard spells prepared :
Cantrips (at will) : mage hand, prestidigitation, ray offrost
1st level (4 slots): comprehend languages,fogcloud, sleep
2nd level (3 slots): detect thoughts, gust of wind,
mirror image
3rd level (3 slots): animate dead, bestow curse, nondetection
4th level (3 slots): blight, greater invisibility
5th level (1 slot) : dominate person
Medium undead, neutral evil
Armor Class 15 (natural arm or)
Hit Points 82 (lld8 + 33)
Speed 30ft.
STR
DEX
CO N
INT
WI S
CHA
16 (+3)
16 (+3)
16 (+3)
ll (+0)
10 (+0)
12 (+1)
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from non magical weapons
Senses darkvision 60ft., passive Perception 13
Lan guages the languages it knew in life
Challenge 5 (1 ,800 XP)
Regeneration. The vampire regains 10 hit points at the start
of its turn if it has at least 1 hit point and isn't in sun light or
running water. If the vampire takes radiant damage or damage
from holy water, this trait doesn't function at the start of the
vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces,
includin g upside down on ceilings, without needing to make an
ability check.
VAMinRES
Vampire Weaknesses. The vampire has the follow,ing flaws:
Forbiddance. The vampire can'-t enter a residence without an
invitation from one of the occupants .
,
Harmed by Running Water.'The vampire takes 20 acid damage
when it ends its turn in running water.
Stake to the Heart. Th e vampire is destroyed if a piercing
weapon made of wood is driven into its heart while it is
incapacitated in its resting place.
Sunlight Hypersensitivity. The vamp ire takes 20 radiant
damage when it starts its turn in sun li ght. While in sunlight, it
has disadvantage on attack rolls and abi lity checks .
ACTI O NS
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).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
plus 7 (2d6) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage taken,
and the vampire regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
WATER WEIRD
A water weird is an elemental guardian bound to a
specific water-filled location, such as a pool or founfain.
Invisible while immersed in water, its serpentine shape
becomes clear only when it emerges to attack, using its
coils to crush any creature other than its summoner and
those its summoner declares as off limits. When slain, a
water weird becomes an inanimate pool of water.
Good and Evil Weirds. Like most elementals, a
water weird has no concept of good or evil. However,
a water weird bound to a sacred or befouled source of
water begins to take on the nature of that site, becoming
neutral good or neutral evil.
A neutral good water weird tries to frighten away
interlopers rather than kill them, while a neutral evil
water weird kills its victims for pleasure and might
turn against its summoner. A water weird loses its evil
alignment if its waters are cleansed with a purify food
and drink spell.
Elemental Nature. A water weird doesn't require air,
food, drink, or sleep.
Large elemental, neutral
Armor Class 13
1 Hit Points 58 (9d10 + 9)
Speed 0 ft., swim 60 ft.
STR
17 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances fire; bludgeoning, piercing, and slashing
from non magical wea pons
Damage Immunities poison
Condition Immunities exhaustion, grappled , paralyzed,
poisoned, restrained, prone, unconscious
Senses blindsight 30ft., pass ive Perception 10
Languages understands Aquan but doesn 't speak
Challenge 3 (700 XP)
Invisible in Water. The water weird is invisible whi le fully
immersed in water.
Water Bound. The water weird dies if it leaves the water to
which it is bound or if that water is destroyed .
ACTIONS
Constrict. Melee Weapon Attack: +5 to hit, reach 10ft., one
creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is
Medium or smaller, it is grappled (escape DC 13) and pulled 5
feet toward the water weird. Until this grapple ends, the target
is restrained, the water weird tries to drown it, and the water
weird can't constrict another target.
~99
Shadow ofthe Grave. Wights flee from the world
by day, away from the light of the sun, which they hate.
They retreat to barrow mounds, crypts, and tombs
where they dwell. Their lairs are silent, desolate places,
surrounded by dead plants, noticeably blackened, and
avoided by bird and beast.
Humanoids slain by a wight can rise as zombies
under its control. Motivated by hunger for living souls
and driven by the same desire for power that awakened
them in undeath, some wights serve as shock troops
for evil leaders, including wraiths. As soldiers, they are
able to plan but seldom do so, relying on their hunger
for destruction to overwhelm any creature that stands
before them.
Undead Nature. A wight doesn't require air, food,
drink, or sleep.
WIGHT
Medium undead, neutral evil
Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 30ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical weapons that aren't silvered
Damage Immunities poiso n
Condition Immunities exhaustio n, po isoned
Senses darkvision 60ft. , passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)
WIGHT
The word "wight" meant "person" in days of yore, but
the name now refers to evil undead who were once
mortals driven by dark desire and great vanity. When
death stills such a creature's heart and snuffs its living
breath, its spirit cries out to the demon lord Orcus or
some vile god of the underworld for a reprieve: undeath
in return for eternal war on the living. If a dark power
answers the call, the spirit is granted undeath so that it
can pursue its own malevolent agenda.
Wights possess the memories and drives of their
formerly living selves. They will heed the call of
whatever dark entity transformed them into undead,
swearing oaths to appease their new lord while
retaining their autonomy. Never tiring, a wight can
pursue its goals relentlessly and without distraction.
Life Eaters. Neither dead nor alive, a wight exists in a
transitional state between one world and the next. The
bright spark it possessed in life is gone, and in its place
is a yearning to consume that spark in all living things.
When a wight attacks, this life essence glows like whitehot embers to its dark eyes, and the wight's cold touch
can drain the spark through flesh, clothing, and armor.
Sunlight Sensitivity. While in sunlight, the wight has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
zombie under the wight's control, unless the humanoid is
restored to life or its body is destroyed. The wight can have no
more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.
Tiny undead, chaotic evil
Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)
STR
1 (-5)
DEX
28 (+9)
CON
10 (+0)
WILL-o'-WISP
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic,
thunder; bludgeon ing, piercing, and slashing from
non magical weapons
Condition Immunities exhaustion, grappled, paralyzed,
poisoned, prone, restrained, unconscio us
Senses darkvision 120ft., passive Perception 12
Languages the languages it knew in life
Challenge 2 (450 XP)
Consume Life. As a bonus action, the will-o'-wisp can target
one creature it can see within 5 feet of it th at has 0 hit
points and is still alive. The target must succeed on a DC 10
Constitution saving throw aga inst this magic or die. If the
target dies, the will-o'-wisp 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 difficu lt 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 5to 20-foot radius and dim light for an additional number offeet
equal to the chosen radius. The wil l-o'-wisp can alter the radius
as a bonus action.
ACTIONS
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 9 (2d8) lightning damage.
Invisibility. The will-o'-wisp and its light magical ly become
invisible until it attacks or uses its Life Drai n, or until its
concentration ends (as if concentrating on a spell).
Will-o'-wisps are malevolent, wispy balls of light that
haunt lonely places and battlefields, bound by dark fate
or dark magic to feed on fear and despair.
Hope and Doom. Will-o'-wisps look like bobbing
lantern lights in the distance, although they can choose
to alter their colors, or wink out completely. When they
activate their lights, will-o'-wisps offer hope, hinting of
safety to creatures that follow them.
Will-o'-wisps lure unwary creatures into quicksand
pits, monster lairs, a nd other dangerous places so
that they can feed on the suffering of thei r prey and
revel in their death screams. An evil being that falls
prey to a will-o'-wisp might become a wisp itself, its
woeful spirit coalescing above its lifeless corpse like a
flickering fla me.
Consumed by Despair. Will-o'-wisps a re the souls of
evil beings that perished in anguish or misery as they
wandered forsaken lands permeated with powerful
magic. They thrive in swampy bogs and bone-strewn
battlefields where the oppressive weight of sorrow
stoops even heavier tha n the low-hanging mist and
fog. Trapped in these desolate places of lost hope and
memory, w ill-o'-wisps lure other creatures toward
dismal fates and feed on their misery.
Agents ofEvil. Will-o'-wisps rarely speak, but when
they do, their voices sound like faint or distant whispers.
In the miserable domains they haunt, will-o'-wisps
sometimes form symbiotic relationships with their
wicked neighbors. Hags, oni, black dragons, and evil
cultists work with will-o'-wisps to draw creatures into
ambush. As their evil a llies surround and slaughter
creatures, the wisps hover above them, drinking the
agony of a last breath and savoring the sensation as the
light of life goes out in a creature's eyes.
Undead Nature. A will-o'-wisp doesn't require air,
drink, or sleep.
gor
and emotions'become little more than faint impressions,
fleeting as half-remembered dreams. A wraith might
pause to stare at something that fascinated it in life,
or it might curb its wrath in acknowledgment of a
past friendship. Such moments come rarely, however,
because most wraiths despise what they were as a
reminder of what they have become.
Undead Commanders. A wraith can make an undead
servant from the spirit of a humanoid creature that has
recently suffered a violent death. Such a fragment of
woe becomes a specter, spiteful of all that lives.
Wraiths sometimes rule the legions of the dead,
plotting the doom of living creatures. When they emerge
from their tombs to do battle, life and hope shrivel
before them. Even if a wraith's armies are forced to
retreat, the lands its forces occupied are so blasted and
withered that those who live there often starve and die.
Undead Nature. A wraith doesn't require air, food,
drink, or sleep.
WRAITH
Medium undead, neutral evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft . (hover)
STR
6 (- 2)
WRAITH
A wraith is malice incarnate, concentrated into an
incorporeal form that seeks to quench all life. The
creature is suffused with negative energy, and its
mere passage through the world leaves nearby plants
blackened and withered. Animals flee from its presence.
Even small fires can be extinguished by the sucking
oblivion of the wraith's horrifying existence.
Vile Oblivion. When a mortal humanoid lives a
debased life or enters into a fiendish pact, it consigns
its soul to eternal damnation in the Lower Planes.
However, sometimes the soul becomes so suffused with
negative energy that it collapses in on itself and ceases
to exist the instant before it can shuffle off to some
horrible afterlife. When this occurs, the spirit becomes a
soulless wraith-a malevolent void trapped on the plane
where it died. Almost nothing of the wraith's former
existence is preserved; in this new form, it exists only to
annihilate other life.
BereftofBody. A wraith can move through solid
creatures and objects as easily as a mortal creature
moves through fog.
A wraith might retain a few memories of its mortal life
as shadowy echoes. However, even the strongest events
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from non magical
weapons that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed , exhaustion, grappled,
paralyzed, petrified , poisoned , prone, restrained
Senses darkvision 60ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Incorporeal Movement. The wraith 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.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
ACTIONS
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 21 (4d8 + 3) necrotic damage. The target must
succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet
of it that has been dead for no longer than 1 minute and died
violently. The target's spirit rises as a specter in the space of
its corpse or in the nearest unoccupied space. The specter is
under the wraith's control. The wraith can have no more than
seven specters under its control at one time.
b.,
--.- s ._.
/
WYVERN
Travelers in the wild sometimes look to the skies
to see the dark-winged shape of a wyvern carrying
its prey. These cousins to the great dragons hunt
the same tangled forests and caverns as their kin.
Their appearance sends ripples of alarm through the
borderlands of civilization.
A wyvern has two scaly legs, leathery wings, and a
sinewy tail topped with its most potent weapon: a poison
stinger. The poison in a wyvern's stinger can kill a
creature in seconds. Extremely potent, wyvern poison
burns through its victim's bloodstream, disintegrating
veins and arteries on its way to the heart. As deadly
as wyverns can be, however, hunters and adventurers
often track them to claim the venom, which is used in
alchemical compounds and to coat weapons.
Aerial Hunters. A wyvern doesn't fight on the ground
unless it can't reach its prey by any other means, or
if it has been fooled into a position from which aerial
combat isn't an option. If forced into a confrontation on
the ground, a wyvern crouches low, keeping its stinger
poised above its head as it hisses and growls.
Aggressive and Reckless. A wyvern intent on its prey
backs down only if it sustains serious injury, or if its
prey eludes it long enough for another easier potential
meal to wander along. If it corners a fleeing creature in
an enclosure too small to enter, a wyvern guards where
the quarry hides, lashing with its stinger whenever
opportunity allows .
Although they possess more cunning than ordinary
beasts, wyverns lack the intelligence of their draconic
cousins. As such, creatures that maintain their
composure as a wyvern hunts them from the air can
often elude or trick it. Wyverns follow a direct path to
their prey, with no thought given to possible ambushes.
Tamed Wyverns. A wyvern can be tamed for use as
a mount, but doing so presents a difficult and deadly
challenge. Raising one as a hatchling offers the best
results. However, a wyvern's violent temperament has
cost the life of many a would-be master.
Large dragon, unaligned
Armor Class 13 (n atural arm o r)
I Hit Points 110 (13d10 + 39)
Speed 20ft., fl y 80ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3 )
INT
5 (-3)
WIS
12 (+1)
CHA
6 (- 2)
Skills Percepti on +4
Senses darkvi sion 60 ft. , pa ssive Perce ptio n 14
Languages Challenge 6 (2,300 XP)
ACTIONS
Multiattack. The wyvern makes two attacks: one with its bite
and one with its stinger. While flying, it can use its claws in
place of one other attack .
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one creature.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slash ing dama ge.
Stinger. Melee Weapon Attack: +7 to hit, reac h 10ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target must
make a DC 15 Constitution savi ng throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.
Xorn prefer not to leave their home plane, where they
easily eat their fill of gemstones and precious metals.
When a xorn winds up on the Material Plane, whether
by accident or from curiosity, it seeks sustenance
and a way home.
Beggars and Thieves. Xorn scour the depths of the
earth for precious metal and stones. Because they
are unable to consume organic material , they ignore
most other creatures. However, a xorn's ability to sniff
out metals and stones often draws its attention to
adventurers carrying coins and gems. Because a xorn
isn't evil, it pleads or bargains in the hope of convincing
owners to give up their treasure, offering up information
it has learned from its travels in exchange. A xorn
whose requests are ignored might resort to threats and
bullying. If starving or angered, it resorts to force.
XORN
Medium elemental, neutral
Armor Class 19. (natural armor)
Hit Points 73 (7d8 + 42)
Speed 20 ft., burrow 20ft.
STR
17 (+3)
DEX
10 (+0)
CON
22 (+6)
INT
11 (+0)
WI S
10 (+0)
CHA
11 (+0)
Skills Perception +6, Stealth +3
Damage Resistances piercing and slashing from non magical
weapons that aren't adamantine
Senses darkvision 60ft., tremorsense 60ft.,
passive Perception 16
Languages Terran
Challenge 5 (1 ,800 XP)
XORN
Bizarre creatures native to the Elemental Plane of
Earth, xorn sniff out gemstones and precious metals,
then tunnel through ea rth and rock to consume
those treasures. On the Material Plane, xorn must
ra nge far and wide through the Underdark to sustain
themselves, becoming aggressive toward miners and
treasure hunters when the valuable minerals of their
diet are scarce.
A xorn's unnatural origins are suggested by its
unusually heavy body and the large, powerful mouth
sitting atop its head . Its three long arms are each tipped
with sharp talons, and its three large, stone-lidded eyes
see in all directions.
Elemental Travelers. Possessed of the power of
elemental earth, a xorn glides through stone and dirt as
easily as a fish swims through water. It doesn't displace
earth or stone when it moves, but merges with and flows
through it, leaving no tunnel , hole, or hint of its passage.
XORN'
Earth Glide. The xorn can burrow through non magical,
unworked earth and stone. While doing so, the xorn doesn't
disturb the material it moves through.
Stone Camouflage. The xorn has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain .
Treasure Sense. The xorn can pinpoint, by scent, the location of
precious metals and stones, such as coins and gems, within 60
feet of it.
ACTIONS
Multiattack. The xorn makes three claw attacks and one
bite attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target .
Hit: l3 (3d6 + 3) piercing damage .
Snow Camouflage. The yeti has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.
Large monstrosity, chaotic evil
ACTIONS
Armor Class 12 (natural armor)
Hit Points 51 (6dl0 + 18)
Speed 40ft., climb 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
Multiattack. The yeti can use its Chilling Gaze and makes two
claw attacks .
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +3
Damage Immunities cold
Senses darkvision 60ft., passive Perception 13
Languages Yeti
Challenge 3 (700 XP)
Fear of Fire. If the yeti takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn .
Keen Smell. The yeti has advantage on Wisdom (Perception)
checks that rely on smell.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) slashing damage plus 3 (ld6) cold damage .
Chilling Gaze. The yeti targets one creature it can see within 30
feet of it. If the target can see the yeti, the target must succeed
on a DC 13 Constitution saving throw against this magic or
take 10 (3d6) cold damage and then be paralyzed for 1 minute,
unless it is immune to cold damage. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success . If the target's saving throw is successful,
or if the effect ends on it, the target is immune to the Chilling
Gaze of all yetis (but not abominable yetis) for 1 hour.
YETI
Huge monstrosity, ,chaotic' evil
Armor Class 15 (natural armor)
Hit Points 137 (lld12 + 66)
Speed 40ft., climb 40ft.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
9 (-1)
WIS
13 (+1)
CHA
9 (- 1)
Skills Perception +5, Stealth +4
Damage Immunities cold
Senses darkvision 60ft., passive Perception 15
Languages Yeti
Challenge 9 (5,000 XP)
Fear of Fire. If the yeti takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception)
checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.
Multiattack. The yeti can use its Chilling Gaze and makes two
claw attacks.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slas hing damage plus 7 (2d6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 30
feet of it. If the target can see the yeti, the target must succeed
on a DC 18 Constitution saving throw against this magic or
take 21 (6d6) cold damage and then be paralyzed for 1 minute,
unless it is immune to co ld damage. Th e target can repeat the
saving throw at the end of each of its turns, end ing the effect
on itself on a success. If the target's saving throw is successful ,
or if the effect ends on it, the target is immune to this yeti's
gaze for 1 hour.
Cold Breath (Recharge 6). The yeti exhales a 30-foot cone
offrigid air. Each creature in that area must make a DC 18
Constitution saving throw, taking 45 (10d8) cold damage on a
failed save, or half as much damage on a successful one.
A yeti's windborne howl sounds out across remote
mountains, striking fear into the hearts of the scattered
miners and herders that dwell there. These hulking
creatures stalk alpine peaks in a ceaseless hunt for
food. Their snow-white fur lets them move like ghosts
against the frozen landscape. A yeti's icy simian eyes
can freeze its prey in place.
Keen Hunters. Folk of the high peaks travel in groups
and go armed, knowing that yetis can smell living
flesh from miles away. When it finds prey, a yeti moves
quickly over ice and stone to claim its meal, howling to
the thrill of the hunt. Even in a blizzard, the scent of its
quarry draws the yeti through the cold and snow.
Yetis hunt in solitude or in small family groups. When
creatures flee from a yeti or engage it in battle, other
yetis might catch the scent of blood and close in. The
territorial yetis fight one another for the spoils of such
battles, and yetis slain in the fight are also eaten, amid
euphoric howls.
Terrifying Howlers. Before an avalanche, a blizzard,
or a deadly frost, the yetis' howls sweep down the
mountain slopes on the icy wind. Some people of the
a lpine peaks believe that the voices of loved ones killed
in avalanches and blizzards sound out in the wails of
the yetis, crying warnings of ill omen. More pragmatic
folk attest that the yeti's howl is a reminder that, despite
the great accomplishments of civilization, the civilized
become the hunted in nature's untamed domain.
Brutal Rampagers. When mountain herds are
abundant, yetis stay clear of humanoid realms. Driven
by hunger, they attack humanoid settlements in
waves; breaking down gates and stockade walls that
once might have daunted them, then devouring the
creatures within.
Devious mountain folk sometimes use the yetis
as unwitting weapons. A warlord might lay down
slaughtered sheep or goats to draw yetis into an enemy's
camp, sowing chaos and thinning the ranks before
battle. Mountain clan chiefs, wanting to expand their
territory, overhunt local game to diminish the yetis' food
supplies, inspiring attacks on humanoid settlements
that are swiftly annexed in the aftermath.
Abominable Yetis. An abominable yeti is larger
than a normal yeti, standing three times as tall as a
human. It typically lives and hunts alone, though a pair
of abominable yetis might live together long enough to
raise young. These towering yetis are highly territorial
and savage, attacking and devouring any warm-blooded
creatures they encounter, then scattering the bones
across the ice and snow.
YUAN-TI
Yuan-ti are devious serpent folk devoid of compassion.
From remote temples in jungles, swamps, and deserts,
the yuan-ti plot to supplant and dominate all other races
and to make themselves gods.
'
Forsaken Humanity. The yuan-ti were once humans
who thrived in the earliest days of civilization and
worshiped serpents as totem animals. They lauded the
serpent's sinuous flexibility, its calculated poise, and
its deadly strike. Their advanced philosophy taught
the virtue of detachment from emotion and of clear,
focused thought.
Yuan-ti culture was among the richest in the mortal
world. Their warriors were legendary, their empires
always expanding. Yuan-ti temples stood at the
centers of ancient metropolises, reaching ever higher
in prayer to the gods they longed to emulate. In time,
the serpent gods heard those prayers, their sibilant
voices responding from the darkness as they told the
yuan-ti what they must do. The yuan-ti religion grew
more fanatical in its devotion. Cults bound themselves
to the worship of the serpent gods and imitated their
ways, indulging in cannibalism and humanoid sacrifice.
Through foul sorcery, the yuan-ti bred with snakes,
utterly sacrificing their humanity to become like the
serpent gods in form, as well as in thought and emotion.
Serpent Kings ofFallen Empires. The yuan-ti view
their physical transformation as a transcendent moment
for their race, allowing them to shed their frail humanity
like dead skin. Those that did not transform eventually
became slaves or food for the blessed of the serpent
gods. The yuan-ti empires withered or were defeated by
those who fought against their cannibalism and slavery,
and the serpent folk were left in the ruins of their great
capitals, far removed from other races.
Cold ofHeart. Humanoid emotions are foreign to
most yuan-ti, which understand sentiment only as an
exploitable weakness. A yuan-ti views the world and
the events of its own life with such extreme pragmatism
that it is nearly impossible to manipulate, influence, or
control by nonmagical means, even as it seeks to control
other creatures through terror, pleasure, and awe.
Yuan-ti know that the world they hope to rule can't be
bound for long by brute force, and that many creatures
will refuse to serve. As a result, yuan-ti first influence
other creatures with the promise of wealth and power.
Time and again, humanoid cultures make the fatal
mistake of trusting the yuan-ti. They forget that a yuan-ti
that acts honorably or lends aid in a time of trouble does
so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians
who readily sacrifice lesser yuan-ti if potential victory
justifies such losses. They have no sense of honorable
combat and strike first in decisive ambush if they can.
False Worship. Yuan-ti life revolves around their
temples, yet yuan-ti don't love the gods they worship.
Instead, they see worship as a means to attain power. A
yuan-ti believes an individual who attains enough power
can devour and replace one of the yuan-ti gods. The
yuan-ti strive for ascension and are willing to commit
the darkest atrocities to achieve it.
YUAN -TI ABOMIN.NTION
Large monstrosity (shapechanger, yuan -ti), neutral evil
Armor Class 15 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Skills Perception +5, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 15
Languages Abyssal, Common, Draconic
Challenge 7 (2,900 XP)
Shapechanger. The yuan-ti can use its action to polymorph
into a Large s nake, or back into its true form. Its statistics are
the same in each form. Any equipment it is wearing or carrying
isn't tran sfo rmed . It doesn 't change form if it dies.
Innate Spellcasting (Abomination Form Only). The yuan-ti's
innate spellcasting ability is Charisma (spell save DC 15) . The
yuan-ti can innately cast the following spells, requiring no
material components:
At will : animal friendship (snakes only)
3jday: suggestion
1fday:fear
Magic Resistance. The yuan-ti has advantage on saving throws
against .spells and other magical effects.
ACTIONS
Multiattack (Abomination Form Only). The yuan-ti makes two
ranged attacks or three melee attacks, but ca n use its bite and
constrict attacks only once each.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage plu s 10 (3d6) poison damage.
YUAN-TI ABOMINATION
Monstrous serpents with burly humanoid torsos and
arms, abominations form the highest caste of yuan-ti
society, and they most closely resemble the race as the
serpent gods intended it. They mastermind elaborate
schemes and perform dark rites in the hope of one day
ruling the world.
308
Constrict. Melee Weapon Attack: +7 to hit, reach 10ft., one
target Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
grappled (escape DC 14) . Until this grapple ends, the target is
restrained , and the yuan-ti can't constrict another target
Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft ., one target . Hit: 11 (2d6 + 4) slashing damage.
Longbow (Abomination Form Only). Ranged Weapon Attack: +6
to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing
damage plus 10 (3d6) poison damage .
A malison is a hideous blend of human and serpentine
features. Three different types of malisons are known
to exist, and other types are possible. Malisons form
the middle caste of yuan-ti society and hunewith arrows
tipped with their own venom. They use their magical
powers of suggestion to force their enemies' surrender.
YUAN-TI MALISON
Medium monstrosity (shapechanger, yuan·ti), neutral evil
Armor Class 12
Hit Points 66 (12d8 + 12)
Speed 30ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Skills Deception +5, Stea lth +4
Damage Immunities poiso n
Condition Immunities poiso ned
Senses dar kvi sion 60ft., pass ive Pe rception 11
Languages Abyssa l, Com mon , Draconic
Challenge 3 (700 XP)
Shapechanger. The yuan -ti can use its action to polymorph into
a Medium snake, or back into its true form . Its statistics are
the same in each form. Any equipment it is wearing or carrying
isn't transformed. It doesn't change form if it dies .
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate
spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti
can innately cast the following spells, requiring no material
components:
At will: anima/friendship (snakes only)
3fday: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws
against spells and other magical effects.
Malison Type. The yuan-ti has one of the following types:
Type 1: Human body with snake head
Type 2: Human head and body with snakes for arms
Type 3: Human head and upper body with a serpentine lower
body instead of legs
ACTIONS FOR TYPE 1
Multiattack (Yuan-ti Form Only). The yuan-ti makes two
ranged attacks or two melee attacks, but can use its bite
only once.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to
hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage plus 7 (2d6) poison damage.
ACT IONS FOR T Y PE 2
Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite
attacks using its snake arms.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
ACTIONS FOR TYP E
3
Multiattack (Yuan-ti Form Only). The yuan-ti makes two
ranged attacks or two melee attacks, but can constrict
only once.
Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7
(2d6) poison damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
grappled (escape DC 13). Until this grapple ends, the target is
restrained, and the yuan-ti can't constrict another target.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:
+4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2)
piercing damage.
1
I
SERPENT
Coos
The yuan-ti revere a number of powerful entities as gods,
including the following.
Dendar, the Night Serpent. Dendar's followers say that
one day she will grow so large from feasting on the fears and
nightmares of the world that she will devour it whole. Yuan-ti
that serve Dendar terrorize other creatures in any way they
can, growing and nurturing the fears of humanoids to feed
the Night Serpent.
Merrshaulk, Master of the Pit. Merrshaulk is the longslumbering chief deity of the yuan-ti. As worship of
Merrshaulk waned, he went into slumber. Merrshaulk's
priests are yuan-ti abominations that maintain traditions of
living sacrifice and cause suffering in the god's name. With
enough vile acts, the abominations believe that Merrshaulk
will reawaken and restore the yuan-ti to their rightful place.
Sseth, the Sibilant Death. Sseth appeared to the yuan-ti
of antiquity in the form of a winged yuan-ti claiming to be
an avatar of Merrshaulk. Speaking with Merrshaulk's voice,
Sseth vowed to pull the yuan-ti out of decline and build a
new empire. Many of Merrshaulk's devout turned to the
worship of Sseth. Some yuan-ti have long suspected Sseth
as an usurper taking advantage of Merrshaulk's slumber
to make himself a god . They believe that Sseth might even
have devoured Merrshaulk, and now answers the prayers of
Merrshaulk's followers, as his priests convert or consume
Merrshaulk's more stubborn adherents.
•=
YUAN-TIPUREBLOOD
Medium humanoid (yuan -ti), neutral evil
• Armor Class 11
Hit Points 40 (9d8)
Speed 30ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +6, Perception +3, Stea lth +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 13
Languages Abyssa l, Common, Draconic
Challenge 1 (200 XP)
Innate Spellcasting. The yuan-ti's spellcasting abi lity is
Charisma (spell save DC 12). The yuan-t i can innately cast the
following spel ls, requiring no material components :
At wi ll: animal friendship (snakes only)
3Jday each: poison spray, suggestion
YUAN -TI PUREBLOOD
Purebloods form the lowest caste of yuan-ti society.
They closely resemble humans, yet a pureblood
can't pass for human under close scrutiny because
there's always some hint of its true nature, such as
scaly patches of skin, serpentine eyes, pointed teeth,
or a forked tongue. Wearing cloaks and cowls, they
masquerade as humans and infiltrate civilized lands to
gather information, kidnap prisoners for interrogation
and sacrifice, and trade with anyone who has something
that can further their myriad plots.
310
Magic Resistance. The yuan·ti has advantage on saving throws
aga in st spe ll s and other magical effects.
ACTIONS
Multiattack. The yuan-ti makes two melee attacks .
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft ., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6)
poison damage.
YUGOLOTHS
Yugoloths are fickle fiends that inhabit the planes
of Acheron, Gehenna, Hades, and Carceri. They act
as mercenaries and are notorious for their shifting
loyalties. They are the embodiments of avarice. Before
serving under anyone's banner, a yugoloth asks the only
question on its mind: What's in it for me?
Spawn ofGehenna. The first yugoloths were
created by a sisterhood of night hags on Gehenna. It
is widely believed that Asmodeus, Lord of the Nine
Hells, commissioned the work, in the hope of creating
an army of fiends that were not bound to the Nine
Hells. In the course of making this new army, the hags
crafted four magic tomes and recorded the true names
of every yugoloth they created, save one, the General
of Gehenna. These tomes were called the Books of
Keeping. Since knowing a fiend's true name grants
power over it, the hags used the books to ensure the
yugoloths' loyalty. They also used the books to capture
the true names of other fiends that crossed them. It is
rumored that the Books of Keeping contain the true
names of a few demon lords and arch devils as well.
Petty jealousies and endless bickering caused
the sisterhood to dissolve, and in the ensuing power
grab, the Books of Keeping were lost or stolen. No
longer indentured to anyone, the yugoloths gained
independence, and they now offer their services to the
highest bidder.
Fiendish Mercenaries. Summoned yugoloths
demand much for their time and loyalty. Whatever
promise;; a yugoloth makes are quickly broken when
a better opportunity presents itself. Unlike demons,
yugoloths can be reasoned with, but unlike devils, they
are rarely true to their word.
Yugoloths can be found anywhere, but the high cost of
maintaining a yugoloth army's loyalty typically exceeds
what any warlord on the Material Plane can pay.
Being self-serving creatures, yugoloths quarrel
among themselves constantly. A yugoloth army is more
organized than a ravening horde of demons, but far less
orderly and regimented than a legion of devils. Without
a powerful leader to keep them in line, yugoloths fight
simply to indulge their violent predilections, and only as
long as it benefits them to do so.
Back to Gehenna. When a yugoloth dies, it dissolves
into a pool of ichor and reforms at full strength on the
Bleak Eternity of Gehenna. Only on its native plane
can a yugoloth be destroyed permanently. A yugoloth
knows this and acts accordingly. When summoned to
other planes, a yugoloth fights without concern for its
own well-being. On Gehenna, it is more apt to retreat or
plead for mercy if its demise seems imminent.
When a yugoloth is permanently destroyed, its name
vanishes from every Book of Keeping. If a yugoloth
is re-created by way of an unholy ritual requiring the
expenditure of souls, its name reappears in the books.
The Books ofKeeping. When all four copies of the
Books of Keeping disappeared, Asmodeus and ·the night
hags lost control of their yugoloth creations. Each Book
of Keeping still exists, drifting from plane to plane,
where the brave.and the foolish occasionally stumble
upon them. A yugoloth summoned using its true name,
as inscribed in the Books of Keeping, is forced to serve
its summoner obediently. The yugoloth hates being
controlled in this manner and isn't shy about making
its displeasure known. Like a petulant child, it will
follow its instructions to the letter while looking for
opportunities to misinterpret them.
r
The General ofGehenna. Somewhere in the
brimstone wastes of Gehenna, there roams an ultrploth
so strong that none contests his power: the General of
Gehenna. Many yugoloths search for this great general
in the hope of serving with him. They believe that ,.
,.
service with the General of Gehenna grants p0\ve~ and
prestige among lower planar entities.
'
Whatever the case, no fiend finds the General unless
the General desires it. His personal name is unknOWN,
and even the Books of Keeping contain no mention of '
this powerful, thoroughly evil entity.
ARCANA LOTH
Arcanaloths are sly, jackal-headed beings with
humanoid bodies, but they can employ magic to take any
humanoid form. They do so to gain the trust of creatures
with whom they negotiate, replacing jackal snarls with
winsome smiles.
Regardless of its chosen form, an arcanaloth appears
well groomed, clothing itself in fine robes. Highly
intelligent spellcasters who hunger for knowledge and
power, arcanaloths command units of lesser yugoloths
and maintain the contracts, records, and accounts
of their kind.
Arcanaloths speak and write all languages, making
them cunning diplomats and negotiators. An arcanaloth
properly paid can broker treaties or alliances with
subtlety and finesse, just as an arcana loth who changes
sides can easily turn the best-laid peace talks into all-out
war. What the fiend demands in exchange for its time
and talent is information, as well as powerful magic
items that it can trade for even more information.
VARIANT: YUGOLOTH SUMMONING
Some yugoloths have an action option that allows them to
summon other yugoloths.
Summon Yugoloth (1jDay)- The yugoloth chooses what to
summon and attempts a magical summoning.
• An arcanaloth has a 40 percent chance of summoning
one arcanaloth .
• A mezzoloth has a 30 percent chance of summoning
one mezzoloth.
• A nycaloth has a SO percent chance of summoning 1d4
mezzoloths or one nycaloth .
• An ultroloth has a SO percent chance of summoning 1d6
mezzoloths, 1d4 nycaloths, or one ultroloth.
A summoned yugoloth appears in an unoccupied space
' within 60 feet of its summoner, does as it pleases (unless
its summoner is an ultroloth, in which case it acts as an ally
of its summoner), and can't summon other yugoloths. The
summoned yugoloth remains for 1 minute, until it or its
summoner dies, or until its summoner takes a bonus action
to dismiss it.
MEZZO LOTH
The bulk of the yugoloth population is made up of
mezzoloths, which are human-sized insect creatures
covered in dense chitinous plates. Mezzoloths serve
as foot soldiers in yugoloth armies, their wide-set eyes
glowing red as the mezzoloths bear down on their foes.
Violence and reward are the fundamental drives of
a mezzoloth, and powerful beings that promise one or
the other can easily attract them into service. Although
it has lethal claws on its four arms, a mezzoloth
typically wields a trident in two of them. If surrounded
by enemies, a mezzoloth exhales toxic fumes that can
· choke and kill whole groups of creatures.
NYCALOTH
The elite airborne shock troops of the yugoloths,
nycaloths look like muscular gargoyles. Powerful bat
wings bear them swiftly aloft in battle, and the razorsharp claws of their hands and feet cut through flesh
and bone with ease. A nightmarish foe, a nycaloth
strikes hard and fast without warning, then teleports
away. It uses its innate magic to turn invisible or
create illusory doubles of itself, further confounding
its enemies.
Nycaloths are the most loyal of the yugoloths. When
they find an evil master that treats them well, they are
unlikely to break their agreement unless the reward for
doing so is extreme.
ULTROLOTH
Ultroloths command the yugoloth armies of the Blood
War. An ultroloth looks like a slender gray-skinned
humanoid with an elongated head. Its face bears no
features except for two ovoid eyes. These eyes can
become sparkling pools of light that can transfix other
creatures and leave them reeling and helpless.
Frequently at one another's throats, ultroloths
continually scheme to enhance their own
power. When not employed to fight in the
Blood War, ultroloths lead yugoloth
forces throughout the planes, acting
as crime bosses or commanders of
evil mercenary companies.
With a reputation for cruelty,
ultroloths command their
minions to fight while the
ultroloths stay removed
from combat themselves.
Lesser yugoloths know
their place when facing an
ultroloth and respond to its
summons without demand
for payment.
··pOWER .
W
E ALL CRAVE IT, BUT ONLY A
SELECT FEW OF US DESERVE IT."
-5>< IN SIGIL
Medium fiend (yugo loth), neutral evil
Armor Class 17 (natura l armor)
Hit Points 104 (16d8 + 32)
Speed 30ft., fly 30ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws Dex +5 , lnt +9, Wis +7, Cha +7
Skills Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances cold , fire , lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immun ities acid, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages all, telepathy 120ft.
Challenge 12 (8,400 XP)
'
Me diu m'fiend (yugoloth), neutral evil
Armor Class 18 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 40ft.
STR
18 (+4)
Innate Spellcasting. The arcanaloth's innate spellcasting ability
is Charisma (spell save DC 15). The arcanaloth can innately
cast the following spells, requiring no material components:
Magic Resistance. The arcanaloth has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The arcanaloth's weapon attacks are magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The arcanaloth has the following wizard
spells prepared:
ACT IONS
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
Hit: 8 (2d4 + 3) slashing damage. The target must make a DC
14 Constitution saving throw, taking 10 (3d6) poison damage
on a failed save, or half as much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
CON
16 (+3)
INT
7 (-2)
WIS
10 (+0)
CHA
11 (+0)
Skills Perception +3
Damage Resistances cold , fire, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities acid , poison
Condition Immunities poisoned
Senses blindsight 60ft., darkvision 60ft.,
passive Perception 13
Languages Abyssal, Infernal, telepathy 60ft.
Challenge 5 (1,800 XP)
At will: alter self, darkness, heat metal, invisibility (self only),
magic missile
Cantrips (at will): .fire bolt, mage hand, minor illusion,
prestidigitation
1st level (4 slots) : detect magic, identify, shield, Tenser's
floating disk
2nd level (3 slots): detect thoughts, mirror image, phantasmal
force, suggestion
3rd level (3 slots): counterspeiiJear,fireba/1
4th level (3 slots) : banishment, dimension door
5th level (2 slots) : contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot):.finger of death
8th level (1 slot): mind blank
DEX
11 (+0)
Innate Spellcasting. The mezzoloth's innate spellcasting ability
is Charisma (spell save DC 11). The mezzoloth can innately
cast the following spells, requiring no material components:
: 2jday each: darkness, dispel magic
) 1fday: cloudki/1
Magic Resistance. The mezzoloth has advantage on saving
I throws against spells and other magical effects.
Magic Weapons. The mezzoloth's weapon attacks are magical.
ACTIONS
j
Multiattack. The mezzoloth makes two attacks: one with its
j claws and one with its trident.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
, Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage,
or 8 (ld8 + 4) piercing damage when held with two claws and
used to make a melee attack.
Teleport. The mezzo loth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
Large fiend (yugoloth), neutral evil
Medium fiend (yugoloth) , neutral evil
Armor Class 18 (natural armor)
Hit Points 123 (13d10 +52)
Speed 40 ft., fly 60ft.
STR
20 (+5)
DEX
11 (+0)
CON
19 (+4)
Armor Class 19 (natural armor)
Hit Points 153 (18d8 + 72)
SP.eed 30ft., fly 60ft.
INT
12 (+1)
WIS
10 (+0)
CHA
15 (+2)
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
19 (+4)
Skills Intimidation +6, Perception +4, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60ft., darkvision 60ft.,
passive Perception 14
Languages Abyssal, Infernal, telepathy 60ft.
Challenge 9 (5,000 XP)
Skills Intimidation +9, Perception +7, Stealth +8
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 120ft., passive Perception 17
Languages Abyssal, Infernal, telepathy 120ft.
Challenge 13 (10,000 XP)
Innate Spellcasting. The nycaloth 's innate spellcasting ability is
Charisma. The nycaloth can innately cast the following spells,
requiring no material components:
Innate Spellcasting. The ultroloth 's innate spellcasting ability is
Charisma (spell save DC 17). The ultroloth can innately cast the
following spells, requiring no material components:
At will: darkness, detect magic, dispel magic, invisibility (self
only), mirror image
At will: alter self, clairvoyance, darkness, detect magic, detect
thoughts, dispel magic, invisibility (self only), suggestion
3fday each : dimension door,fear, wall offire
1fday each: fire storm, mass suggestion
Magic Resistance. The nycaloth has advantage on saving
throws against spells and other magical effects .
Magic Weapons. The nycaloth's weapon attacks are magical.
Magic Resistance. The ultroloth has advantage on saving
throws against spells and other magical effects.
ACTIONS
Magic Weapons. The ultroloth's weapon attacks are magical.
Multiattack. The nycaloth makes two melee attacks, or
it makes one melee attack and teleports before or after
the attack.
ACTIONS
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. If the target is a creature,
it must succeed on a DC 16 Constitution saving throw or take
5 (2d4) slashing damage at the start of each of its turns due
to a fien.dish wound. Each time the nycaloth hits the wounded
target with this attack, the damage dealt by the wound
increases by 5 (2d4). Any creature can take an action to stanch
the wound with a successful DC 13 Wisdom (Medicine) check.
The wound also closes if the target receives magical healing.
Multiattack. The ultroloth can use its Hypnotic Gaze and
makes three melee attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands .
Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 18 (2d12 + 5) slashing damage.
Hypnotic Gaze. The ultroloth's eyes sparkle with opalescent
light as it targets one creature it can see within 30 feet of it. If
the target can see the ultroloth, the target must succeed on a
DC 17 Wisdom saving throw against this magic or be charmed
until the end of the ultroloth's next turn . The charmed target is
stunned. If the target's saving throw is successful, the target is
immune to the ultroloth's gaze for the next 24 hours.
Teleport. The nycaloth magically teleports, along with any
equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
Teleport. The ultroloth magically teleports , along with any
equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
YUG0LOTHS
ZOMBIES
From somewhere in the darkness, a gurgling moan
is heard. A form lurches into view, dragging one foot
as it raises bloated arms and broken hands. The
zombie advances, driven to kill anyone too slow to
escape its grasp.
Dark Servants. Sinister necromantic magic infuses
the remains of the dead, causing them to rise as
zombies that do their creator's bidding without fear or
hesitation. They move with a jerky, uneven gait, clad
in the moldering apparel they wore when put to
rest, and carrying the stench of decay.
Most zombies are made from humanoid
remains, though the flesh and bones of any
formerly living creature can be imbued with
a semblance of life. Necromantic magic,
usually from spells, animates a zombie. Some
zombies rise spontaneously when dark magic
saturates an area. Once turned into a zombie,
a crea~ure can't be restored to life except by
powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self,
its mind devoid of thought and imagination. A
zombie left without orders simply stands in place
and rots unless something comes along that it
can kill. The magic animating a zombie imbues
it with evil, so left without purpose, it attacks any living
creature it encounters.
Hideous Forms. Zombies appear as they did in life,
showing the wounds that killed them. However, the
magic that creates these vile creatures often takes
time to run its course. Dead warriors might rise from a
battlefield, eviscerated and bloated after days in the sun.
The muddy cadaver of a peasant could claw its way from
the ground, riddled with maggots and worms. A zombie
might wash ashore or rise from a marsh, swollen and
reeking after weeks in the water.
Mindless Soldiers. Zombies take the most direct
route to any foe, unable to comprehend obstacles,
tactics, or dangerous terrain. A zombie might stumble
into a fast-flowing river to reach foes on a far shore,
clawing at the surface as it is battered against rocks
and destroyed. To reach a foe below it, a zombie might
step out of an open window. Zombies stumble through
roaring infernos, into pools of acid, and across fields
littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish
friends from foes, but its ability to reason is limited
to shambling in whatever direction it is pointed,
pummeling any enemy in its path. A zombie armed
with a weapon uses it, but the zombie won't retrieve a
dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food,
drink, or sleep . .
'' A F TER BEEK Ol E O , W E C i\. S T liN
A NI M /1. TE
D E liO S P E ~~
IS C ORP SE. lT WA S FUN FOR A. WHIL E , BUT TH E
ON H
~ E D O USE D
MBI E S TARTED TO S M E Ll REAL BAD , S O\
~;IN 01~
liND SE T IT ON FIRE . BE E K
W OU~O 'V E
FO UND
T H AT HILA R IOUS ."
IEN O S HI P
_ f O NKIN lioOO VPEIIK , O N FR
Armor Class 8
Hit Points 22 (3d8 + 9)
· Speed 20 ft .
BEHOLDER ZOMBIE
STR
13 (+1 )
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (- 2)
CHA
5 (- 3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
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 in stead.
ACT IONS
Slam. Melee Weapon Attack: +3 to hit , reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Large undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 93 (lld10 + 33)
Speed 0 ft., fly 20ft. (hover)
STR
10 (+0)
DEX
8 (- 1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (- 1)
CHA
5 (- 3)
Saving Throws Wis +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft. , pass ive Perception 9
Languages understands Deep Speech and Undercommon but
can't speak
Challenge 5 (1 ,800 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 , un less the damage is radiant or
from a critical hit. On a success, the zombie drops to 1 hit
point in s tead.
ACTIONS
Large undead, neutral evil
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Armor Class 8
Hit Points 85 (9d10 + 36)
Speed 30ft.
STR
19 (+4)
DEX
6 (-2)
CON
18 (+4)
Eye Ray. The zombie uses a random magical eye ray, choosing
a target that it can see within 60 feet of it.
INT
3 (- 4)
WIS
6 (-2)
CHA
5 (- 3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., 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.
ACT IONS
Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
316
ZOMlliES
1. Paralyzing Ray. The targeted creature must succeed on a
DC 14 Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success .
2. Fear Ray. The targeted creature must succeed on a DC 14
Wisdom saving throw or be frightened for 1 minute. The target
can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success .
3. Enervation Ray. The targeted creature must make a DC 14
Constitution saving throw, taking 36 (8d8) necrotic damage on
a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must
succeed on a DC 14 Dexterity savin g throw or take 45 (10d8)
force damage . If this damage reduces the creature to 0 hit
points , its body becomes a pile of fine gray dust.
If the target is a Large or smal ler non magical object or
creation of magical force, it is disintegrated without a saving
throw. If the target is a Huge or larger non magical object
or creation of magical force , this ray disintegrates a 10-foot
cube of it.
APPENDIX A: MISCELLANEOUS CREATURES
This appendix contains statistics for various animals,
vermin, and other critters. The stat blocks afe organized
alphabetically by creature name.
Medium beast, unaligned
STR
19 (+4)
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30ft., climb 30ft.
DEX
14 (+2)
CON
14 (+2)
Huge plant, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20ft.
APE
STR
16 (+3)
AWAKENED TREE
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Athletics +5, Perception +3
Senses passive Perception 13
Languages Challenge 1/2 (100 XP)
DEX
6 (-2)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 2 (450 XP)
False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree .
AcTIONS
ACTIONS
Multiattack. The ape makes two fist attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
Hit: 14 (3d6 + 4) bludgeoning damage.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) bludgeoning damage.
An awakened tree is an ordinary tree given sentience
and mobility by the awaken spell or similar magic.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
AxE BEAK
Large beast, unaligned
AWAKENED SHRUB
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 50 ft.
Small plant, unaligned
Armor Class 9
Hit Points 10 (3d6)
Speed 20ft.
STR
3 (-4)
DEX
8 (-1)
STR
14 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)
False Appearance. While the shrub remains motionless , it is
indistinguishable from a normal shrub.
ACTIONS
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4- 1) slashing damage.
An awakened shrub is an ordinary shrub given
sentience and mobility by the awaken spell or
similar magic.
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (- 3)
Senses passive Perception 10
Languages Challenge 1/4 (50 XP)
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
An axe beak is a tall flightless bird with strong legs and
a heavy, wedge-shaped beak. It has a nasty disposition
and tends to attack any unfamiliar creature that
wanders too close.
OTHER ANIMALS
A book of this size can't contain statistics for every animal
inhabiting your D&D campaign world . However, you can
use the stat block of one animal to represent another easily
enough. For example, you can use the panther statistics to
represent a jaguar, the giant goat statistics to represent a
buffalo, and the hawk statistics to represent a falcon .
317
BABOON
Bite. Melee W~a#on Attack: +0 to hit , reach 5 ft., one creature.
Hit: 1 piercing damage .
Small beast, unaligned
Armor Class 12
• Hit Points 3 (1d6)
Speed 30ft., climb 30ft.
BLACK BEAR
Medium beast, unaligned
STR
8 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Senses passive Perception 11
LanguagesChallenge 0 (10 XP)
Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 40ft., climb 30ft.
STR
15 (+2)
Pack Tactics. The baboon has advantage on an attack roll
against a creature if at least one of the baboon's allies is within
5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 1 (1d4- 1) piercing damage .
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Senses passive Perception 13
LanguagesChallenge 1/2 (100 XP)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
BADGER
ACTIONS
Tiny beast, unaligned
Multiattack. The bear makes two attacks: one with its bite and
one with its claws .
Armor Class 10
Hit Points 3 (ld4 + 1)
Speed 20ft., burrow 5 ft.
STR
4 (-3)
DEX
11 (+0)
CON
12 (+1)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1 d6 + 2) piercing da mage.
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Sen~es darkvision 30ft., passive Perception 11
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target.
Hit: 7 (2d4 + 2) slashing damage.
BLINK DOG
LanguagesChallenge 0 (10 XP)
Medium fey, lawful good
Keen Smell. The badger has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage .
BAT
Tiny beast, unaligned
Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40ft.
STR
12 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages Blink Dog, understands Sylvan but can't speak it
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The dog has advantage on Wisdom
Armor Class 12
Hit Points 1 (1d4- 1)
Speed 5 ft., fly 30ft.
(Perception) checks that rely on hearing or smell.
ACTIONS
STR
2 (-4)
DEX
15 (+2)
CON
INT
8 (-1)
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target .
Hit: 4 (1d6 + 1) piercing damage.
Senses blindsight 60 ft., passive Perception 11
LanguagesChallenge 0 (10 XP)
Teleport (Recharge 4-6). The dog magically teleports , along
with any equipment it is wearing or carrying, up to 40 feet to
an unoccupied space it can see. Before or after teleporting, the
dog can make one bite attack.
Echolocation. The bat can't use its blind sight while deafened .
A blink dog takes its name from its ability to blink in
and out of existence, a talent it uses to aid its attacks
and to avoid harm. Blink dogs harbor a long-standing
hatred for displacer beasts and attack them on sight.
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing.
BLOOD HAWK
BOAR
Small beast, unaligned
Medium beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 10ft., fly 60ft.
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
Skills Perception +4
Senses passive Perception 14
LanguagesChallenge 1/8 (25 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against
a creature if at least one of the hawk 's allies is within 5 feet of
the creature and the ally isn't incapacitated.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
9 (-1)
CHA
5, (~ 3)
Senses passive Perception 9
LanguagesChallenge 1/4 (50 XP)
Charge. If the boar moves at least 20 feet straight toward a ·
target and then hits it with a tusk attack on the same turn, the
target takes an extra 3 (1 d6) slashing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving throw or
be knocked prone.
ACTIONS
Relentless (Recharges after a Short or Long Rest). If the boar
takes 7 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead .
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
ACTIONS
Taking its name from its crimson feathers and
aggressive nature, the blood hawk fearlessly attacks
almost any animal, stabbing it with its daggerlike beak.
Blood hawks flock together in large numbers, attacking
as a pack to take down prey.
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (ld6 + 1) slashing damage .
BROWN BEAR
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40ft., climb 30ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
2 (- 4)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +3
Senses passive Perception 13
LanguagesChallenge 1 (200 XP)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Multiattack. The bear makes two attacks : one with its bite and
one with its claws .
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) s la shing damage.
•
Armor Class 9
Hit Points 15 (2d10 + 4)
' Speed 50 ft.
DEX
8 (-1 )
t
\
.
CON
14 (+2)
'
reaab 5 ft., one
creature . 1-ii"t: 6 (,ld8 + 2) bludgeoning damagJ•.' ana the
target is grappled (escape DC 14) . Until this grapple ends,
the creature is restrained, and the snake can't constrict
another target.
Large beast, unaligned
STR
16 (+3)
•j
Constrict: Melee1 Weapon Attack: +4
CAMEL
INT
2 (-4)
WIS
8 (-1 )
CHA
5 (-3)
1,
CRAB
Tiny beast, unaligned
Armor Class 11 (natura l a rmor)
Hit Points 2 (1d4)
Speed 20 ft. , swim 20ft.
Senses pass ive Pe rcept ion 9
LanguagesCha llenge 1/ 8 (25 XP)
STR
2 (-4)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
CAT
DEX
11 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)
Skills Stealth +2
Senses blindsight 30 ft. , pass ive Perceptio n 9
LanguagesChallenge 0 (1 0 XP)
Tiny beast, unaligned
Amphibious. The crab can breathe air and water.
Armor Class 12
Hit Points 2 (1 d4)
Speed 40ft., climb 30ft.
STR
3 (-4)
DEX
15 (+2)
CON
10 (+0)
ACTIONS
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft ., one target.
Hit: 1 bludgeoning damage.
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
CROCODILE
Skills Perception +3, Stealth +4
Senses passive Perception 13
LanguagesChallenge 0 (10 XP)
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 19 (3d10 + 3)
Speed 20ft., swim 30ft.
Keen Smell. The cat has advantage on Wisdom (Perception)
checks that rely on smell .
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
2. (-4)
WIS
10 (+0)
CHA
5 (-3)
ACTIONS
Claws. Melee Weapon Attack: +0 to hit , reach 5 ft., one target.
Hit: 1 slashing damage.
Skills Stealth +2
Senses pass ive Perception 10
LanguagesChallenge 1/2 (100 XP)
CONSTRICTOR SNAKE
Large beast, unaligned
Hold Breath. The crocodile can hold its breath for 15 minutes.
Armor Class 12
Hit Points 13 (2d10 + 2)
Speed 30ft. , swim 30ft.
ACT IONS
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Senses blindsight 10ft., passive Perceptio n 10
LanguagesChallenge 1/ 4 (50 XP)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
320
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
grappled (escape DC 12). Until this grapple ends, the target is
restrained, and the crocodile can't bite another target.
DEATH Doa
DEER
Medium monstrosity, neutral evil
Medium beast, unaligned
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40ft.
Armor Class 13
Hit Points 4 (1d8)
Speed 50 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +5, Stealth +4
Senses darkvision 120ft., passive Perception 15
LanguagesChallenge 1 (200 XP)
Two-Headed. The dog has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, or knocked unconscious.
ACTIONS
Multiattack. The dog makes two bite attacks .
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1 d6 + 2) piercing damage . lfthe target is a creature, it
must succeed on a DC 12 Con stitution saving throw against
disease or become poisoned until the disease is cured. Every 24
hours that elapse, the creature must repeat the saving throw,
reducing its hit point ma ximum by 5 (ldlO) on a failure. This
reduction lasts until the disease is cured. The creature dies if
the disease reduces its hit point maximum to 0.
A death dog is an ugly two-headed hound that roams
plains, deserts, and the Underdark. Hate burns in a
death dog's heart, and a taste for humanoid flesh drives
it to attack travelers and explorers. Death dog saliva
carries a foul disease that causes a victim's flesh to
slowly rot off the bone.
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
14 (+2)
CHA
s r-3)
Senses passive Perception 12
Languages Challenge 0 (10 XP)
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage .
DIRE WOLF
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (Sd10 + 10)
Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a
creature if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit:
10 (2d6 + 3) piercing damage . If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
DRAFT HORSE
Large beast, unaligned
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40ft.
STR
18 (+4)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses passive Perception 10
Languages Challenge 1/4 (50 XP)
ACTIONS
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
~
•! ,
I
,I
Charge. ·lf the ejk moves at least 20 feet straight toward a
EAGLE
target and then bits it with a ram attack on the same turn, the
target takes an extra 7 (2d6) damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
' Speed 10 ft ., fly 60 ft.
STR
DEX
6 (-2)
15 (+2)
ACTIONS
CON
10 (+0)
INT
2 (- 4)
WIS
14 (+2)
CHA
7 (- 2)
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
creature. Hit: 8 (2d4 + 3) bludgeoning damage.
Skills Perception +4
Senses passive Perception 14
Languages Challenge 0 (10 XP)
FLYING SNAKE
Tiny beast, unaligned
Keen Sight. The eagle has advantage on Wisdom (Perception)
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft. , fly 60 ft., swim 30ft.
checks that rely on sight.
ACTIONS
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Huge beast, unaligned
Armor Class 12 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40ft.
STR
DEX
9 (-1)
DEX
CON
INT
18 (+4)
11 (+0)
2 (- 4)
WIS
12 (+1)
CHA
5 (- 3)
Senses blindsight 10ft., passive Perception 11
Languages Challenge 1/8 (25 XP)
ELEPHANT
22 (+6)
STR
4 (- 3)
CON
17 (+3)
Flyby. The snake doesn't provoke opportunity attacks when it
flies out of an enemy's reach .
INT
WIS
CHA
3 (- 4)
11 (+0)
6 (- 2)
Sen~es
passive Perception 10
Languages Challenge 4 (1 ,100 XP)
Trampling Charge. If the elephant moves at least 20 feet
straight toward a creature and then hits it with a gore attack
on the same turn, that target must succeed on a DC 12
Strength saving throw or be knocked prone. If the target is
prone, the elephant can make one stomp attack against it as a
bonus action.
ACTIONS
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 5) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
creature. Hit: 21 (3d10 + 5) bludgeoning damage.
ELK
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 50 ft.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1 piercing damage plus 7 (3d4) poison damage.
A flying snake is a brightly colored, winged serpent
found in remote jungles. Tribespeople and cultists
sometimes domesticate flying snakes to serve as
messengers that deliver scrolls wrapped in their coils.
FROG
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4- 1)
Speed 20ft., swim 20ft.
STR
1 (- 5)
DEX
13 (+1)
CON
8 (-1)
INT
WIS
CHA
1 (-5)
8 (-1)
3 (-4)
Skills Perception +1, Stealth +3
Senses darkvision 30ft., passive Perception 11
Languages Challenge 0 (0 XP)
Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its
high jump is up to 5 feet, with or without a running start.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (- 4)
WIS
10 (+0)
Senses passive Perception 10
LanguagesChallenge 1/4 (50 XP)
322
APPENDIX A : MIS.tlT R AT S HAVE BEE
GIANT OWL
Large beast," neutral
Armor Class 12
Hit Points 19 (3d1 0 + 3)
Speed 5 ft., fly 60ft.
TH E Q OCKS SE
CAPTA IN AT
STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
8 (- 1)
WIS
13 (+1 )
CHA
10 (+0)
Skills Perception +5 , Stealth +4
Senses darkvision 120ft., passive Perception 15
Languages Giant Owl , understands Common, Elvish , and
Sylvan but can't speak them
Challenge 1/4 (50 XP)
Flyby. The owl doesn't provoke opportunity attacks when it
flies out of an enemy's reach .
Keen Hearing and Sight. The owl has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
ACT IONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.
GIANT RAT
Small beast, unaligned
Armor Class 12
Hit Points 7 (2d6)
Speed 30ft.
STR
7 (-2)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
Senses darkvision 60ft., passive Perception 10
LanguagesChallenge 1/8 (25 XP)
Giant owls often befriend fey and other sylvan creatures
and are guardians of their woodland realms.
Keen Smell. The rat has advantage on Wisdom (Perception)
checks that rely on smell.
GIANT POISONOUS SNAKE
Pack Tactics. The rat has advantage on an attack roll against a
creature if at least one of the rat's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Medium beast, unaligned
ACTIONS
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30ft., swim 30ft.
STR
10 (+0)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Hit: 4 (1d4 + 2) piercing damage.
DEX
CON
INT
18 (+4)
13 (+1)
2 (- 4)
WIS
10 (+0)
CHA
3 (-4)
GIANT SCORPION
Large beast, unaligned
Skills Perception +2
Senses blindsight 10ft., passive Perception 12
LanguagesChallenge 1/4 (50 XP)
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
Hit: 6 (1d4 + 4) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.
VARIANT: DISEASED GIANT RATS
Some giant rats carry vile diseases that they spread with their
I bites. A diseased giant rat has a challenge rating of 1/8 (25
XP) and the following action instead of its normal bite attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage. If the target is a creature,
it must succeed on a DC 10 Constitution saving throw or
contract a disease. Until the disease is cured, the target can't
regain hit points except by magical means, and the target's
hit point maximum decreases by 3 (1 d6) every 24 hours. If
the target's hit point maximum drops to 0 as a result of this
disease, the target dies.
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 40ft.
STR
15 (+2)
DEX
13 (+1)
CON
15 (+2)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)
Senses blindsight 60ft., passive Perception 9
Languages Challenge 3 (700 XP)
ACTIONS
Multiattack. The scorpion makes three attacks: two with its
claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
grappled (escape DC 12) . The scorpion has two claws, each of
which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make 1
a DC 12 Constitution saving throw, taking 22 (4d10) poison ·
damage on a failed save, or half as much damage on a
successful one.
GIANT SEA HORSE
GIANT SPIDER
Large beast, unaligned
Large beast, unaligned
Armor Class l3 (natural armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40ft.
Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30ft., climb 30ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
2 (- 4)
WIS
12 (+1)
CHA
5 (-3)
Se nses passive Perception 11
LanguagesChallenge 1/2 (100 XP)
Water Breathing. The sea horse can breathe only underwater.
ACTIONS
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Like their smaller kin, giant sea horses are shy, colorful
fish with elongated bodies and curled tails. Aquatic elves
train them as mounts.
GIANT SHARK
Huge beast, unaligned
Armor Class l3 (natural armor)
Hit Points 126 (11d12 +55)
Speed 0 ft., swim 50 ft .
DEX
11 (+0)
CON
21 (+5)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
Skills Stealth +7
Senses blindsight 10ft., darkvision 60ft., passive Perception 10
LanguagesChallenge 1 (200 XP)
Charge. If the sea horse moves at least 20 feet straight toward
a target and then hits it with a ram attack on the same turn , the
target takes an extra 7 (2d6) bludgeoning damage. It the target
is a creature, it must succeed on a DC 11 Strength saving throw
or be knocked prone .
STR
23 (+6)
STR
14 (+2)
INT
1 (- 5)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +3
Senses blindsight 60ft., passive Perception l3
LanguagesChallenge 5 (1 ,800 XP)
Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn't have all its hit points.
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, tak ing 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit,
range 30f60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success . The
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison ,
and psychic damage).
To snare its prey, a giant spider spins elaborate webs
or shoots sticky strands of webbing from its abdomen.
Giant spiders are most commonly found underground,
making their lairs on ceilings or in dark, web-filled
crevices. Such lairs are often festooned with web
cocoons holding past victims.
Water Breathing. The shark can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 6) piercing damage.
A giant shark is 30 feet long and normally found in
deep oceans. Utterly fearless, it preys on anything
that crosses its path, including whales and ships.
GIANT SPIDER
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft. , one ta~get . .,
Hit: 9 (2d6 + 2) slashing damage.
GIANT TOAD
Large beast, unaligned
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40ft.
STR
15 (+2)
DEX
CON
INT
13 (+1)
13 (+1)
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
A giant vulture has advanced intelligence and a
malevolent bent. Unlike its smaller kin, it will attack a
wounded creature to hasten its end. Giant vultures have
been known to haunt a thirsty, starving creature for
days to enjoy its suffering.
·
GIANT WASP
Senses darkvision 30ft., passive Perception 10
LanguagesChallenge 1 (200 XP)
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 10ft., fly 50 ft.
Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
damage, and the target is grappled (escape DC 13). Until this
grapple ends, the target is restrained, and the toad can't bite
another target.
Swallow. The toad makes one bite attack against a Medium
or smaller target it is grappling. If the attack hits, the target
is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks
and other effects outside the toad, and it takes 10 (3d6) acid
damage at the start of each of the toad's turns. The toad can
have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of movement,
exiting prone.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
1 (-5)
WIS
10 (+0)
Senses passive Perception 10
LanguagesChallenge 1/2 (100 XP)
AcTIONS
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.
GIANT WEASEL
Medium beast, unaligned
GIANT VULTURE
Armor Class 13
Hit Points 9 (2d8)
Speed 40ft.
Large beast, neutral evil
Armor Class 10
Hit Points 22 (3d10 + 6)
Speed 10ft., fly 60ft.
STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
STR
11 (+0)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages understands Common but can't speak
Challenge 1 (200 XP)
Keen Sight and Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll
against a creature if at least one of the vulture's allies is within
5 feet of the creature and the ally isn't incapacitated.
DEX
16 (+3)
CON
10 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
5 (- 3)
Skills Perception +3, Stealth +5
Senses darkvision 60ft., passive Perception 13
Languages Challenge 1/8 (25 XP)
Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on hearing or smell .
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
ACTIONS
Multiattack. The vulture makes two attacks: one with its beak
and one with its talons.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) p}ercing damage.
329
GIANT WOLF SPIDER
Medium beast, unaligned
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., cl imb 40 ft .
STR
12 (+1)
DEX
16 (+3 )
CO N
13 (+1)
INT
3 (- 4)
WIS
12 (+1)
CHA
4 (- 3)
Skills Pe rce pt ion +3, Stealth +7
Senses blind sight 10ft. , darkvi sion 60ft., pass ive Perce ptio n 13
LanguagesChallenge 1/4 (50 XP)
HAWK
Tiny beast, unaligned
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with
the same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.
ACT IONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 7 (2d6) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Smaller than a giant spider, a giant wolf spider hunts
prey across open ground or hides in a burrow or crevice,
or in a hidden cavity beneath debris.
Armor Class 13
Hit Points 1 (1 d4 - 1)
Speed 10 ft. , fly 60 ft .
STR
5 (-3)
DEX
16 (+3)
CON
8 (- 1)
INT
2 (- 4)
WIS
14 (+2)
CHA
6 (- 2)
Skills Perception +4
Senses passive Perception 14
LanguagesChallenge 0 (1 0 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.
ACT IONS
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
HUNTER SHARK
Large beast, unaligned
GOAT
Armor Class 12 (natural armo r)
Hit Points 45 (6d10 + 12)
Speed 0 ft ., swim 40ft.
Medium beast, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 40ft.
STR
12 (+1)
DEX
10 (+0)
STR
18 (+4)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (- 3)
Senses passive Perception 10
LanguagesChallenge 0 (10 XP)
Charge. If the goat moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn, the
target takes an extra 2 (1d4) bludgeoning damage. lfthe target
is a creature, it must succeed on a DC 10 Strength saving throw
or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.
ACTIONS
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
330
APPENDIX A: MISCELLANEOUS CREATURES
DEX
13 (+1)
CON
15 (+2)
INT
1 (- 5)
WIS
10 (+0)
CHA
4 (- 3)
Skills Perception +2
Senses blindsight 30ft., passive Perception 12
Languages Challenge 2 (450 XP)
Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
ACT IONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target .
Hit: 13 (2d8 + 4) piercing damage.
Smaller than a giant shark but larger and fiercer than
a reef shark, a hunter shark haunts deep waters. It
usually hunts alone, but multiple hunter sharks might
feed in the same area. A fully grown hunter shark is 15
to 20 feet long.
HYENA
KILLER WHALE
Medium beast, unaligned
Huge beast, unaligned
Armor Class 11
Hit Points 5 (1d8 + 1)
Speed 50 ft .
Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft. , swim 60ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
STR
19 (+4)
DEX
10 (+0)
CON
13 (+1)
INT
3 (- 4)
WIS
12 (+1)
Skills Perception +3
Senses passive Perception 13
Languages Challenge 0 (10 XP)
Skills Perception +3
Senses blinds ight 120ft., passive Perception 13
LanguagesChallenge 3 (700 XP)
Pack Tactics. The hyena has advantage on an attack roll against
a creature if at least one of the hyena's allies is within 5 feet of
the creature and the ally isn't incapacitated.
Echolocation. The whale can't use its blindsight
while deafened.
ACTIONS
Keen Hearing. The whale has advantage on Wisdom
(Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage .
CHA
7 (~2)
Hold Breath. The whale can hold its breath for 30 minutes.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 21 (5d6 + 4) piercing damage .
jACKAL
Small beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 40ft.
STR
8 (-1)
DEX
15 (+2)
LION
Large beast, unaligned
CON
11 (+0)
INT
3 (-4)
WI~
12 (+1)
CHA
6 (- 2)
Skills Perception +3
Senses passive Perception 13
Languages Challenge 0 (10 XP)
Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 50 ft.
STR
17 (+3)
Keen Hearing and Smell. The jackal has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
DEX
15 (+2)
CON
13 (+1)
INT
3 (- 4)
WIS
12 (+1)
CHA
8 (-1)
Skills Percept ion +3 , Stealth +6
Senses passive Perception 13
Languages Challenge 1 (200 XP)
Pack Tactics. The jackal has advantage on an attack roll against
a creature if at least one of the jackal's allies is within 5 feet of
the creature and the ally isn't incapacitated.
Keen Smell. The lion has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Pack Tactics. The lion has advantage on an attack roll against a
creature if at least one of the lion's allies is within 5 feet of the
creature and the ally isn 't incapacitated .
Bite. Melee Weapon Attack:+1 to hit, reach 5 ft. , one target.
Hit: 1 (1d4- 1) piercing damage.
livENA
Pounce. If the lion moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target .
Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.,
Hit: 6 (1d6 + 3) slashing damage.
331
.,
LIZARD
l
MASTiFF '
Tiny beast, unaligned
Medium beast, 'un~ligned
Armor Class 10
Hit Points 2 (ld4)
Speed 20ft., climb 20 ft.
Armor Class 12
Hit Points 5 (ld8 + 1)
Speed 40 ft.
STR
2 (- 4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
8 (- 1)
CHA
3 (-4)
Senses da rkvis io n 30ft. , pass ive Perception 9
Languages Challenge 0 (10 XP)
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perce ption +3
Senses passive Perceptio n 13
Languages Challenge 1/8 (2 5 XP)
ACTIONS
Bite. Melee Weapon Attack: +0 to hit , reach 5 ft ., o ne t arget.
Hit: 1 pie rcing d amage .
Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perceptio n) checks that rely o n hea ring or smell.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., o ne target. Hit:
4 (1d 6 + 1) pierci ng da m age . If the target is a creature, it must
s ucceed on a DC 11 Strengt h saving throw o r be knocked p rone.
MAMMOTH
Huge beast, unaligned
Armor Class 13 (natura l armor)
Hit Points 126 (11d12 + 55)
Speed 40ft.
STR
24 (+7)
DEX
9 (-1)
CON
21 (+5)
Mastiffs are impressive hounds prized by humanoids
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
Senses passive Perceptio n 10
Languages Challenge 6 (2,300 XP)
·Trampling Charge. If the m a mmot h moves at le ast 20 feet
straight towa rd a creature a nd t hen hits it with a gore attack on
the sa m e turn , that target mu st s ucceed o n a DC 18 Stre ngt h
s aving throw o r be kn ocked pro ne. If t he ta rget is prone,
the m a mm oth can m ake one stomp attack agai nst it as a
bonus actio n.
ACTIONS
Gore. Melee Weapon Attack: +10 to hit , reach 10ft., one ta rget.
Hit: 25 (4d8 + 7) piercin g d am age .
Stomp. Melee Weapon Attack:+10 to hit, reach 5 ft. , o ne prone
creature. Hit: 29 (4d10 + 7) bl udgeoning d am age.
A mammoth is an elepha ntine creature with thick
fur and long tusks. S tockier a nd fiercer tha n normal
elepha nts, mammoths inhabit a wide range of climes,
from s ubarctic to s ubtropical.
AJ;>J?ENDIX A: MISCELLANEOUS CREATURES
for their loyalty and keen senses, Mastiffs can be trained
as guard dogs, hunting dogs, and war dogs. Halftings
and other Small hu manoids ride them as mounts.
MULE
OwL
Medium beast, unaligned
Tiny beast, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40ft.
Armor Class 11
Hit Points 1 (ld4- 1)
Speed 5 ft., fly 60ft.
STR
14 (+2)
DEX
CON
10 (+0)
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Senses passive Perception 10
Languages Challenge 1/8 (25 XP)
STR
3 (-4)
DEX
CON
13 (+1)
8 (-1)
INT
2 (-4)
WIS
12 (+1)
Skills Perception +3, Stealth +3
Senses darkvision 120ft., passive Perception 13
LanguagesChallenge 0 (10 XP)
Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity.
Sure-Footed. The mule has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.
Flyby. The owl doesn't provoke opportunity attacks when it
flies out of an enemy's reach .
Keen Hearing and Sight. The owl has advantage on Wisdom
(Perception) checks that rely on hearing ~ r sight.
ACTIONS
ACTIONS
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
OCTOPUS
PANTHER
Small beast, unaligned
Medium beast, unaligned
Armor Class 12
Hit Points 3 (1d6)
Speed 5 ft., swim 30ft.
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft ., climb 40ft.
STR
4 (-3)
DEX
15 (+2)
CON
11 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
4 (-3)
STR
14 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
7 (-2)
Skills Perception +2 , Stealth +4
Senses darkvision 30ft., passive Perception 12
Languages Challenge 0 (10 XP)
Skills Perception +4, Stealth +6
Senses passive Perception 14
LanguagesChallenge 1/4 (50 XP)
Hold Breath. While out of water, the octopus can hold its
breath for 30 minutes.
Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Underwater Camouflage. The octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Pounce. If the panther moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or
be knocked prone . If the target is prone, the panther can make
one bite attack against it as a bonus action.
Water Breathing. The octopus can breathe only underwater.
ACTIONS
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 1 bludgeoning damage, and the target is grappled
(escape DC 10). Until this grapple ends, the octopus can 't use
its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot·
radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute,
although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
bonus action.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Hit: 4 (1d4 + 2) slashing damage.
333
.
_
.,,.... ........
~\
PHASE SPIDER
POISONOUS SNAKE '"
Large monstrosity, unaligned
Tiny beast, unaligi;led
Armor Class 13 (natural armor)
Hit Points 32 (5d10 + 5)
' Speed 30ft., climb 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
Armor Class 13
Hit Points 2 (1d4)
Speed 30ft., swim 30ft.
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Skills Stealth +6
Senses darkvision 60ft., passive Perception 10
LanguagesChallenge 3 (700 XP)
Ethereal jaunt. As a bonus action, the spider can magically
shift from the Material Plane to the Ethereal Plane, or
vice versa.
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Web Walker. The spider ignores movement restrictions caused
by webbing.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must ma ke
a DC 11 Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.
A phase spider possesses the magical ability to phase
in and out of the Ethereal Plane. It seems to appear
out of nowhere and quickly vanishes after attacking. Its
movement on the Ethereal Plane before coming back to
the Material Plane makes it seem like it can teleport.
STR
2 (-4)
DEX
16 (+3)
CON
11 (+0)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Senses blindsight 10ft., passive Perception 10
LanguagesChallenge 1/8 (25 XP)
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must ma ke a DC 10
Constitution saving throw, taking 5 (2d4) poison dam age on a
failed save, or ha lf as much damage on a successful one.
PoLAR BEAR
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40ft., swim 30ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
2 (- 4)
WIS
13 (+1)
CHA
7 (- 2)
Skills Perception +3
Senses passive Perception 13
LanguagesChallenge 2 (450 XP)
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell.
ACTIONS
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (ld8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
VARIANT: CAVE BEAR
Some bears have adapted to life underground, feeding on
subterranean lichen and blind fis h. Known as cave bears,
these ill-tempered behemoths have coarse, dark hair and
darkvision out to a range of 60 feet. Otherwise, they have the
same statistics as a polar bear.
,..
PHi\SE SP ID ER
334
PONY
Keen Smell. The rat ha s advantage on Wisdom (Perception)
checks that rely on smell .
Medium beast, unaligned
ACTIONS
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 40ft.
Bite. Melee Weapon Attack: +0 to hit , reac h 5 ft ., one target.
Hit: 1 piercing damage.
DEX
STR
15 (+2)
CON
13 (+1)
10 (+0)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (- 2)
RAVEN
Tiny beast, unaligned
Se nses passive Perce ption 10
Languages Challenge 1/8 (25 XP)
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 10ft., fly 50 ft.
ACTIONS
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.
QUIPPER
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4- 1)
Speed 0 ft. , swim 40ft.
STR
DEX
2 (-4)
16 (+3)
CON
9 (- 1)
STR
DEX
CON
2 (-4)
14 (+2)
8 (- 1)
INT
2 (- 4)
WIS
12 (+1 )
CHA
6 (-2)
Skills Perception +3
Senses passive Perce ption 13
Languages Challenge 0 (1 0 XP)
Mimicry. The raven can mimi c s imple sounds it ha s heard,
s uch as a pe rson whispering, a baby crying, or an animal
chittering. A creature that hears the sounds can tell they are
imitation s with a success ful DC 10 Wisdom (In s ight) check.
INT
WIS
1 (-5)
7 (- 2)
CHA
2 (-4)
ACT IONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.
Hit: 1 piercing damage.
Senses darkv ision 60ft., passive Perception 8
LanguagesCha llenge 0 (10 XP)
Blood Frenzy. The quipper has advantage on melee attack rolls
against any creature that doesn 't have all its hit points.
Water Breathing. The quipper can breathe only underwater.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , on e target.
Hit: 1 piercing damage.
A quipper is a carnivorous fish with sharp teeth.
Quippers can adapt to any aquatic environment,
including cold s ubterranean lakes. They frequently
gather in swarms ; the statistics for a swarm of quippers
appear later in this appendix.
RAT
Tiny beast, unaligned
Armor Class 10
Hit Points 1 (1d4- 1)
Speed 20 ft .
STR
DEX
2 (-4)
11 (+0)
CON
9 (- 1)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
Senses darkvision 30ft., passive Perception 10
LanguagesChallenge 0 (10 XP)
Q UIPPERS
335
REEF SHARK
RIOING HORSE
Medium beast, unaligned
Large beast, unaligned
Armo r Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 0 ft., swim 40 ft.
Armor Class 10
Hit Point s 13 (2d10 + 2)
Speed 60ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
4 (-3)
Skills Perce ption +2
Senses blinds ight 30 ft ., passive Perception 12
LanguagesChallenge 1/2 (100 XP)
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (- 4)
WIS
11 (+0)
CHA
7 (-2)
Senses pass ive Pe rce pt io n 10
Languages Challenge 1/4 (50 XP)
Pack Tactics. The shark has advantage on an attack roll against
a creature if at least one of the shark's allies is within 5 feet of
the creature and the ally isn't incapacitated.
ACTIONS
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft ., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.
Water Breathing. The shark can breathe only underwater.
SABER-TOOTHED TIGER
Large beast, unaligned
ACT IONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.
Smaller than giant s harks and hunter sharks, reef
sharks inhabit shallow waters and coral reefs, gathering
in small packs to hunt. A full-grown specimen measures
6 to 10 feet long.
Large beast, unaligned
Armor Class 11 (natura l armor)
Hit Points 45 (6d10 + 12)
Speed 40ft.
DEX
8 (- 1)
CON
15 (+2)
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (- 1)
Skills Perception +3, Stea lt h +6
Senses pass ive Pe rce pti o n 13
LanguagesChallenge 2 (450 XP)
RHINOCEROS
STR
21 (+5)
Armor Class 12
Hit Points 52 (7d10 + 14)
Speed 40ft.
Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell.
INT
2 (- 4)
WIS
12 (+1)
CHA
6 (- 2)
Senses pa ssive Pe rce ptio n 11
LanguagesChallenge 2 (450 XP)
Pounce. If the tiger moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same t urn,
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the tiger can ma ke one
bite attac k agai nst it as a bonus action.
ACT IONS
Charge. If the rhinoceros moves at least 20 feet straight toward
a target and then hits it with a gore attack on the same turn,
the target takes an extra 9 (2d8) bludgeoning damage. If the
target is a creature, it must succeed on a DC 15 Strength saving
throw or be knocked prone.
ACTIONS
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target.
Hit: 10 (1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit , reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
SCORPION
ACTIONS
Tiny beast, unaligned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 9
Constitution saving throw or take 2 (1d4) poison damage.
Armor Class 11 (natural armor)
Hit Points 1 (1d4 - 1)
Speed 10ft.
SWARM OF BATS
STR
2 (- 4)
DEX
11 (+0)
CON
8 (-1)
INT
WIS
CHA
1 (-5)
8 (- 1)
2 (-4)
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 22 (Sd8)
Speed 0 ft., fly 30ft.
Senses blind sight 10 ft ., passive Perception 9
Languages Challenge 0 (10 XP)
STR
5 (-3)
DEX
15 (+2}
CON
10 (+0)
ACTIONS
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft. , one creature.
Hit: 1 piercing damage, and the target must make a DC 9
Constitution saving throw, taking 4 (1d8) poison damage on a
failed save, or half as much damage on a successfu l one.
INT
2 (- 4)
WIS
12 (+1)
CHA
4 (-3)
Damage Resista nces bludgeoning, pi ercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone , restrained , stunned
Senses blindsi ght 60ft., passive Perce ption 11
Languages Challenge 1/4 (50 XP)
SEA HORSE
Tiny beast, unaligned
Echolocation. The swarm can 't use its blindsight
while deafened.
Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 20ft.
STR
1 (- 5)
DEX
12 (+1)
Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
CON
8 (-1)
INT
1 (- 5)
WIS
10 (+0)
CHA
2 (-4)
Senses passive Perception 10
Languages Challenge 0 (0 XP)
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny bat. The swarm can't regain hit points or
gain temporary hit points.
ACT IO NS
Water Breathing. The sea horse can breathe only underwater.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft. , one creature
in the swarm 's space . Hit: 5 (2d4) piercing damage, or 2 (1d4)
piercing damage if the swarm has half of its hit points or fewer.
SPIDER
THE NATURE OF SWARMS
Tiny beast, unaligned
The swarms presented here aren't ordinary or benign
assemblies of little creatures. They form as a resu lt of some
sin ister or unwholesome influence. A vampire can summon
swarms of bats and rats from the darkest corners of the
night, while the very presence of a mummy lord can cause
scarab beetles to boil up from the sand-fi lled depths of its
tomb. A hag might have the power to turn swarms of ravens
against her enemies, while a yuan-ti abomination might have
swarms of poisonous snakes sl ithering in its wake. Even
druids can't charm these swarms, and their aggressiveness
is borderline unnatural.
Armor Class 12
Hit Points 1 (1d4- 1)
Speed 20ft., climb 20 ft.
STR
2 (- 4)
DEX
14 (+2)
CON
8 (- 1)
INT
1 (- 5)
WIS
10 (+0)
CHA
2 (- 4)
Skills Stea lth +4
Senses darkvision 30 ft. , passive Perception 10
Languages Challenge 0 (10 XP)
Spider Climb. Th e spider can climb difficult surfaces, including
upside down on ceilings , without needing to make an
ability check .
Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with
the same web.
Web Walker. The spider ignores movement restrictions caused
by webbing.
337
SWARM OF INSECTS
Medium swarm of Tiny beasts, unaligned
Armor Class 12 (natural armor)
. Hit Points 22 (5d8)
Speed 20ft., climb 20ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
1 (-5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses blindsight 10ft., passive Perception 8
LanguagesChallenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature's space and
vice versa , and the swarm can move through any opening large
enough for a Tiny insect. The swarm can't regain hit points or
gain temporary hit points.
SWARM OF QUIPPERS
ACTIONS
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.
SWARM OF POISONOUS SNAKES
Medium swarm of Tiny beasts, unaligned
Armor Class 14
Hit Points 36 (8d8)
Speed 30ft. , swim 30ft.
STR
8 (-1)
Different kinds of insects can gather in swarms, and each
swarm has the special characteristics described below.
Swarm of Beetles. A swarm of beetles gains a burrowing
speed of 5 feet.
Swarm of Centipedes. A creature reduced to 0 hit points
by a swarm of centipedes is stab le but poisoned for 1
hour, even after regaining hit points , and paralyzed while
poisoned in this way.
Swarm of Spiders. A swarm of spiders has the following
additional traits.
Spider Climb. The swarm can climb difficult surfaces,
including upside down on cei li ngs, without needing to make
an ability check.
Web Sense. While in contact with a web, the swarm knows
the exact location of any other creature in contact with
the same web.
Web Walker. The swarm ignores movement restrictions
caused by webbing.
Swarm of Wasps. A swarm of wasps has a walking speed of
5 feet, a flying speed of 30 feet, and no climbing speed .
DEX
18 (+4)
CON
INT
11 (+0)
1 (- 5)
WIS
10 (+0)
CHA
3 (- 4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed ,
petrified, prone, restrained, stunned
Senses blindsight 10ft., passive Perception 10
Languages Challenge 2 (450 XP)
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny snake. The swarm can't regain hit points or
gain temporary hit points.
ACTIONS
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft ., one creature
in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half of its hit points or fewer.
The target must make a DC 10 Constitution saving throw,
taking 14 (4d6) poison damage on a failed save, or half as
much damage on a successful one.
Medium swarm ofTiny beasts, unaligned
Armor Class 13
Hit Points 28 (8d8 - 8)
Speed 0 ft ., swim 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
9 (-1)
INT
l (-5)
WIS
7 (-2)
CHA
2 (-4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened , paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 60ft., passive Perception 8
LanguagesChallenge l (200 XP)
Blood Frenzy. The swarm ha s advantage on melee attack rolls
against any creature that doesn't have all its hit points.
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny quipper. The swarm can't regain hit points or
gain temporary hit points.
Water Breathing. The swarm can breathe on ly underwater.
ACTIONS
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft ., one creature
in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or fewer.
SWARM OF RATS
llGER
Medium swarm of Tiny beasts, unaligned
Large beast, unaligned
Armor Class 10
Hit Points 24 (7d8 - 7)
Speed 30ft.
Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40ft.
STR
9 (- 1)
DEX
11 (+0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened , paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 30ft., passive Perception 10
languages Challenge 1/4 (50 XP)
STR
17 (.+3)
DEX
15 (+2)
CON
14 (+2)
INT
3 (- 4)
WIS
12 (+1)
CHA
8, (~1)
Skills Perception +3, Stealth +6
Senses darkvision 60ft., passive Perception 13
languagesChallenge 1 (200 XP)
Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell .
Keen Smell. The swarm has advantage on Wisdom (Perception)
checks that rely on smell .
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny rat . The swarm can 't regain hit points or gain
temporary hit points .
Pounce. If the tiger moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action .
ACTIONS
ACTIONS
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft. , one target in
the swarm's space. Hit: 7 (2d6) piercing dam age, or 3 (1d6)
piercing damage if the swarm has half of its hit points or fewer.
SWARM OF RAVENS
Medium beast, unaligned
Armor Class 12
Hit Points 24 (7d8 - 7)
Speed 10ft., fly 50 ft .
DEX
14 (+2)
Claw. Melee Weapon Attack: +5 to hit , reach 5 ft ., one target.
Hit: 7 (1d8 + 3) slashing damage.
VULTURE
Medium swarm of Tiny beasts, unaligned
STR
6 (- 2)
Bite. Melee Weapon Attack: +5 to hit , reach 5 ft. , one target.
Hit: 8 (1d10 + 3) piercing damage .
Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10ft., fly 50 ft.
CON
8 (-1)
INT
3 (- 4)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses passive Perception 15
languagesChallenge 1/4 (50 XP)
STR
7 (- 2)
DEX
10 (+0)
CON
13 (+1)
INT
2 (- 4)
WIS
12 (+1)
CHA
4 (-3)
Skills Perception +3
Senses passive Perception 13
languages Challenge 0 (10 XP)
Keen Sight and Smell. The vulture ha s advantage on Wisdom
(Perception) checks that rely on s ight or s mell .
Swarm. The swarm can occupy another creature's space and
vice versa , and the swarm can move through any opening large
enough for a Tiny raven . The swarm can't regain hit points or
gain temporary hit points .
ACTIONS
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
in the swarm's space. Hit: 7 (2d6) pi e rcing damage, or 3 (1d6)
Pack Tactics. The vulture has advantage on an attack roll
against a creature if at least one of the vulture's allies is within
5 feet of the creature and the ally is n't incapacitated .
ACTIONS
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.
piercing damage if the swarm has half of its hit points or fewer.
339
WARHORSE
An armored warhorse has an AC based on the type of barding
worn (see the Player's Handb ook for more information on
barding). The horse's AC includes its Dexterity modifier,
where app licable. Barding doesn't alter the horse's
chal lenge rating.
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60ft.
STR
18 (+4)
DEX
12 (+1)
CON
l3 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Senses passive Perception 11
LanguagesChallenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet stra ight
toward a creature and then hits it with a hooves attack on
the same turn, th at target must succeed on a DC 14 Strength
savin g throw or be knocked prone. If the target is prone, the
horse can make another attack with its hooves against it as a
bonus action .
ACTIONS
Hoo ves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.
AC
12
13
14
15
Barding
Leather
Studded leather
Ring mail
Sca le mail
AC
16
17
18
Barding
Chain mail
Splint
Plate
,..
WEASEL
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4- 1)
Speed 30ft.
STR
3 (-4)
DEX
16 (+3)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
3 (-4)
Skills Perception +3, Stealth +5
Senses passive Perception 13
LanguagesChallenge 0 (10 XP)
Keen Hearing and Smell. Th e wease l has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage .
WINTER WOLF
Large monstrosity, neutral evil
Armor Class l3 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
STR
18 (+4)
DEX
l3 (+1)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5, Stealth +3
Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)
Keen Hearing and Smell. The wo lf has advantage on Wisdom
(Perception) checks that re ly on hearing or sme ll.
Pack Tactics. The wolf has advantage on an attack roll aga in st a
creature if at least one of the wolf's alli es is within 5 feet of the
creature and the ally isn't incapacitated.
Snow Camouflage. Th e wo lf has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.
340
ACTIONS
WORG
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,
it must succeed on a DC 14 Strength saving throw or be
knocked prone.
Large monstrosity, neutral evil
Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing
wind in a 15-foot cone. Each creature in that area must make a
DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on
a failed save, or half as much damage on a successful one.
The arctic-dwelling winter wolf is as large as a dire
wolf but has snow-white fur and pale blue eyes. Frost
giants use these evil creatures as guards and hunting
companions, putting the wolves' deadly breath weapon
to use against their foes. Winter wolves communicate
with one another using growls and barks, but they
speak Common and Giant well enough to follow simple
conversations.
Medium beast, unaligned
Armor Class 13 (natural armo r)
Hit Points 11 (2d8 + 2)
Speed 40ft.
DEX
15 (+2)
STR
16 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
7 (- 2)
WIS
11 (+0)
CHA
8 (~ 1)
Skills Pe rce pti on +4
Senses darkvision 60 ft., passi ve Pe rceptio n 14
Languages Goblin , Worg
Challenge 1/2 (100 XP)
Keen Hearing and Smell. The worg has advantage on Wisdom
(Perception) checks that rely on hear ing or smell.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
knocked prone.
WOLF
STR
12 (+1)
Armor Class 13 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft .
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages Challenge 1/4 (50 XP)
Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a
creature if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or be
knocked prone.
A worg is an evil predator that delights in hunting and
devouring creatures weaker than itself. Cunning and
malevolent, worgs roam across the remote wilderness
or a re raised by goblins and hobgoblins . Those
creatures use worgs as mounts, but a worg will turn on
its rider if it feels mistreated or malnourished. Worgs
speak in their own language a nd Goblin, and a few learn
to speak Common as well.
APPENDIX
B:
NONPLAYER CHAR'A CTERS
This appendix contains statistics for va rious humanoid
nonplayer characters (NPCs) that adventurers might
· encounter during a D&D campaign, including lowly
commoners and mighty archmages. These stat
blocks can be used to represent both human and
nonhuman NPCs.
CusTOMIZING NPCs
There are many easy ways to customize the NPCs in
this appendix for your home campaign.
Racial Traits. You can add racial traits to an NPC.
For example, a half'ling druid might have a speed of 25
feet and the Lucky trait. Adding racial traits to an NPC
doesn't alter its challenge rating. For more on racial
traits, see the Player's Handbook.
SpeJJ Swaps. One way to customize an NPC
spellcaster is to replace one or more of its spells. You
can substitute any spell on the NPC's spell list with a
different spell of the same level from the same spell list.
Swapping spells in this manner doesn't alter an NPC's
challenge rating.
Armor and Weapon Swaps. You can upgrade or
downgrade an NPC's armor, or add or switch weapons.
Adjustments to Armor Class and damage can change
an NPC's challenge rating, as explained in the Dungeon
Master's Guide.
Magic Items. The more powerful an NPC, the more
likely it has one or more magic items in its possession.
An arch mage, for example, might have a magic staff or
wand, as well as one or more potions and scrolls. Giving
an NPC a potent damage-dealing magic item could alter
its challenge rating. Magic items, as well as adjusting
.a creature's challenge rating, are described in the
Dungeon Master's Guide.
ACOLYTE
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Speed 30ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (SO XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks) . The acolyte has following cleric spells prepared:
Cantrips (at will) : light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary
34~
AcTIONS
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Acolytes are junior members of a clergy, usually
answerable to a priest. They perform a variety of
functions in a temple and are granted minor spellcasting
power by their deities.
ARCHMAGE
Medium humanoid (any race), any alignment
Armor Class 12 (1 5 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws lnt +9, Wis +6
Skills Arcana +13, History +13
Damage Resistance damage from spells; non magical
bludgeoning, piercing, and slashing (from stoneskin)
Senses passive Perception 12
Languages any six languages
Challenge 12 (8,400 XP)
Magic Resistance. The arch mage has advantage on saving
throws against spells and other magical effects.
Spellcasting. The archmage is an 18th-level spellcaster. Its
spellcasting ab ility is Intelligence (spell save DC 17, +9 to hit
with spell attacks). The arch mage can cast disguise self and
invisibility at will and has the following wizard spells prepared:
Cantrips (at will):.fire bolt, light, mage hand, prestidigitation,
shocking grasp
1st level (4 slots): detect magic, identify, mage armor,1'
magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspeii,Jly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin'~
5th level (3 slots): cone of cold, scrying, wall offorce
6th level .(1 slot) : globe ofinvulnerability
7th level (l slot): teleport
8th level (l slot): mind blank1<
9th level (l slot): time stop
1
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