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(The following text is a continuation of a stat block from a previous page.)

MOD SAVE
STR 18 +4 +4
INT 11 +0 +0
MOD SAVE
DEX 15 +2 +2
WIS 12 +1 +4
MOD SAVE
CON 18 +4 +7
CHA 14 +2 +2

Resistances Bludgeoning, Cold, Piercing, Slashing Immunities Fire, Poison; Poisoned Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11 Languages Infernal; telepathy 120 ft. CR 8 (XP 3,900; PB +3)

Traits

Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two Chain attacks and uses Conjure Infernal Chain.

Chain. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two chains, and it has the Restrained condition until the grapple ends.

Conjure Infernal Chain. The devil conjures a fiery chain to bind a creature. Dexterity Saving Throw: DC 15, one creature the devil can see within 60 feet. Failure: 9 (2d4 + 4) Fire damage, and the target has the Restrained condition until the end of the devil's next turn, at which point the chain disappears. If the target is a Large or smaller, the devil moves the target up to 30 feet straight toward itself. Success: The chain disappears.

Reactions

Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. Response—Wisdom Saving Throw: DC 15, the triggering creature. Failure: The target has the Frightened condition until the end of its turn. Success: The target is immune to this devil's Unnerving Gaze for 24 hours.


Chimera

Chimera

Large Monstrosity, Chaotic Evil


AC 14 HP 114 (12d10 + 48) Speed 30 ft., Fly 60 ft. Initiative +0 (10)


MOD SAVE
STR 19 +4 +4
INT 3 -4 -4
MOD SAVE
DEX 11 +0 +0
WIS 14 +2 +2
MOD SAVE
CON 19 +4 +4
CHA 10 +0 +0

Skills Perception +8 Senses Darkvision 60 ft.; Passive Perception 18 Languages Understands Draconic but can't speak CR 6 (XP 2,300; PB +3)


Actions

Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage, or 18 (4d6 + 4) Piercing damage if the chimera had Advantage on the attack roll.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage.

Ram. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 15-foot Cone. Failure: 31 (7d8) Fire damage. Success: Half damage.


Chuul

Chuul

Large Aberration, Chaotic Evil


AC 16 HP 76 (9d10 + 27) Speed 30 ft., Swim 30 ft. Initiative +0 (10)


MOD SAVE
STR 19 +4 +4
INT 5 -3 -3
MOD SAVE
DEX 10 +0 +0
WIS 11 +0 +0
MOD SAVE
CON 16 +3 +3
CHA 5 -3 -3

Skills Perception +4 Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 14 Languages Understands Deep Speech but can't speak CR 4 (XP 1,100; PB +2)


Traits

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical.

Actions

Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles.

Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.

273 System Reference Document 5.2.1


Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.


Clay Golem

Clay Golem

Large Construct, Unaligned


AC 14 HP 123 (13d10 + 52) Speed 30 ft. Initiative +3 (13)


MOD SAVE
STR 20 +5 +5
INT 3 -4 -4
MOD SAVE
DEX 9 -1 -1
WIS 8 -1 -1
MOD SAVE
CON 18 +4 +4
CHA 1 -5 -5

Resistances Bludgeoning, Piercing, Slashing Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Common plus one other language CR 9 (XP 5,000; PB +4)


Traits

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 Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied.

Immutable Form. The golem can't shape-shift.

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.

Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target's Hit Point maximum decreases by an amount equal to the Acid damage taken.

Bonus Actions

Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.


Cloaker

Cloaker

Large Aberration, Chaotic Neutral


AC 14 HP 91 (14d10 + 14) Speed 10 ft., Fly 40 ft. Initiative +5 (15)


MOD SAVE
STR 17 +3 +3
INT 13 +1 +1
MOD SAVE
DEX 15 +2 +2
WIS 14 +2 +2
MOD SAVE
CON 12 +1 +1
CHA 7 -2 -2

Skills Stealth +5 Immunities Frightened Senses Darkvision 120 ft.; Passive Perception 12 Languages Deep Speech, Undercommon CR 8 (XP 3,900; PB +3)


Traits

Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.

Actions

Multiattack. The cloaker makes one Attach attack and two Tail attacks.

Attach. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (3d6 + 3) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage. The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a DC 14 Strength (Athletics) check.

Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d10 + 3) Slashing damage.

Bonus Actions

Moan. Wisdom Saving Throw: DC 13, each creature in a 60-foot Emanation originating from the cloaker. Failure: The target has the Frightened condition until the end of the cloaker's next turn. Success: The target is immune to this cloaker's Moan for the next 24 hours.

Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.

274 System Reference Document 5.2.1


Cloud Giant

Cloud Giant

Huge Giant, Neutral


AC 14 HP 200 (16d12 + 96) Speed 40 ft., Fly 20 ft. (hover) Initiative +4 (14)


MOD SAVE
STR 27 +8 +8
INT 12 +1 +1
MOD SAVE
DEX 10 +0 +0
WIS 16 +3 +7
MOD SAVE
CON 22 +6 +10
CHA 16 +3 +3

Skills Insight +7, Perception +11 Senses Passive Perception 21 Languages Common, Giant CR 9 (XP 5,000; PB +4)


Actions

Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.

Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.

Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15): At Will: Detect Magic, Fog Cloud, Light 1/Day Each: Control Weather, Gaseous Form, Telekinesis

Bonus Actions

Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.


Cockatrice

Cockatrice

Small Monstrosity, Unaligned


AC 11 HP 22 (5d6 + 5) Speed 20 ft., Fly 40 ft. Initiative +1 (11)


MOD SAVE
STR 6 -2 -2
INT 2 -4 -4
MOD SAVE
DEX 12 +1 +1
WIS 13 +1 +1
MOD SAVE
CON 12 +1 +1
CHA 5 -3 -3

Immunities Petrified Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2)


Actions

Petrifying Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 11. First Failure: The target has the Restrained condition. The target repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours.


Commoner

Commoner

Medium or Small Humanoid, Neutral


AC 10 HP 4 (1d8) Speed 30 ft. Initiative +0 (10)


MOD SAVE
STR 10 +0 +0
INT 10 +0 +0
MOD SAVE
DEX 10 +0 +0
WIS 10 +0 +0
MOD SAVE
CON 10 +0 +0
CHA 10 +0 +0

Gear Club Senses Passive Perception 10 Languages Common CR 0 (XP 10; PB +2)


Traits

Training. The commoner has proficiency in one skill of the GM's choice and has Advantage whenever it makes an ability check using that skill.

Actions

Club. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Bludgeoning damage.


Copper Dragons

Copper Dragon Wyrmling

Medium Dragon (Metallic), Chaotic Good


AC 16 HP 22 (4d8 + 4) Speed 30 ft., Climb 30 ft., Fly 60 ft. Initiative +3 (13)


MOD SAVE
STR 15 +2 +2
INT 14 +2 +2
MOD SAVE
DEX 12 +1 +3
WIS 11 +0 +2
MOD SAVE
CON 13 +1 +1
CHA 13 +1 +1

Skills Perception +4, Stealth +3 Immunities Acid Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 1 (XP 200; PB +2)

275 System Reference Document 5.2.1


Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Slashing damage.

Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 20-foot-long, 5-foot-wide Line. Failure: 18 (4d8) Acid damage. Success: Half damage.

Slowing Breath. Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Young Copper Dragon

Large Dragon (Metallic), Chaotic Good


AC 17 HP 119 (14d10 + 42) Speed 40 ft., Climb 40 ft., Fly 80 ft. Initiative +4 (14)


MOD SAVE
STR 19 +4 +4
INT 16 +3 +3
MOD SAVE
DEX 12 +1 +4
WIS 13 +1 +4
MOD SAVE
CON 17 +3 +3
CHA 15 +2 +2

Skills Deception +5, Perception +7, Stealth +4 Immunities Acid Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17 Languages Common, Draconic CR 7 (XP 2,900; PB +3)


Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.

Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 14, each creature in a 40-foot-long, 5-foot-wide Line. Failure: 40 (9d8) Acid damage. Success: Half damage.

Slowing Breath. Constitution Saving Throw: DC 14, each creature in a 30-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Adult Copper Dragon

Huge Dragon (Metallic), Chaotic Good


AC 18 HP 184 (16d12 + 80) Speed 40 ft., Climb 40 ft., Fly 80 ft. Initiative +11 (21)


MOD SAVE
STR 23 +6 +6
INT 18 +4 +4
MOD SAVE
DEX 12 +1 +6
WIS 15 +2 +7
MOD SAVE
CON 21 +5 +5
CHA 18 +4 +4

Skills Deception +9, Perception +12, Stealth +6 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22 Languages Common, Draconic CR 14 (XP 11,500, or 13,000 in lair; PB +5)


Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).

Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage plus 4 (1d8) Acid damage.

Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in an 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8) Acid damage. Success: Half damage.

Slowing Breath. Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Giggling Magic. Charisma Saving Throw: DC 17, one creature the dragon can see within 90 feet. Failure: 24 (7d6) Psychic damage. Until the end of its next turn, the target rolls 1d6 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn.

Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 4 version). The dragon can't take this action again until the start of its next turn.

276 System Reference Document 5.2.1


Ancient Copper Dragon

Ancient Copper Dragon

Gargantuan Dragon (Metallic), Chaotic Good


AC 21 HP 367 (21d20 + 147) Speed 40 ft., Climb 40 ft., Fly 80 ft. Initiative +15 (25)


MOD SAVE
STR 27 +8 +8
INT 20 +5 +5
MOD SAVE
DEX 12 +1 +8
WIS 17 +3 +10
MOD SAVE
CON 25 +7 +7
CHA 22 +6 +6

Skills Deception +13, Perception +17, Stealth +8 Immunities Acid Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 21 (XP 33,000, or 41,000 in lair; PB +7)


Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).

Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 19 (2d10 + 8) Slashing damage plus 9 (2d8) Acid damage.

Acid Breath (Recharge 5–6). Dexterity Saving Throw: DC 22, each creature in an 90-foot-long, 10-foot-wide Line. Failure: 63 (14d8) Acid damage. Success: Half damage.

Slowing Breath. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: The target can't take Reactions; its Speed is halved; and it can take either an action or a Bonus Action on its turn, not both. This effect lasts until the end of its next turn.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21): At Will: Detect Magic, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Greater Restoration, Major Image, Project Image

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Giggling Magic. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 31 (9d6) Psychic damage. Until the end of its next turn, the target rolls 1d8 whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or Success: The dragon can't take this action again until the start of its next turn.

Mind Jolt. The dragon uses Spellcasting to cast Mind Spike (level 5 version). The dragon can't take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.


Couatl

Couatl

Medium Celestial, Lawful Good


AC 19 HP 60 (8d8 + 24) Speed 30 ft., Fly 90 ft. Initiative +5 (15)


MOD SAVE
STR 16 +3 +3
INT 18 +4 +4
MOD SAVE
DEX 20 +5 +5
WIS 20 +5 +7
MOD SAVE
CON 17 +3 +5
CHA 18 +4 +4

Resistances Bludgeoning, Piercing, Slashing Immunities Psychic, Radiant Senses Truesight 120 ft.; Passive Perception 15 Languages All; telepathy 120 ft. CR 4 (XP 1,100; PB +2)


Traits

Shielded Mind. The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them.

Actions

Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (1d12 + 5) Piercing damage, and the target has the Poisoned condition until the end of the couatl's next turn.

Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet. Failure: 8 (1d6 + 5) Bludgeoning damage. The target has the Grappled condition (escape DC 13), and it has the Restrained condition until the grapple ends.

Spellcasting. The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell,

277 System Reference Document 5.2.1


and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, Sleep

Bonus Actions

Divine Aid (2/Day). The couatl casts Bless, Lesser Restoration, or Sanctuary, requiring no spell components and using the same spellcasting ability as Spellcasting.


Crawling Claw

Swarm of Crawling Claws

Medium Swarm of Tiny Undead, Neutral Evil


AC 12 HP 49 (11d8) Speed 30 ft., Climb 30 ft. Initiative +2 (12)


MOD SAVE
STR 14 +2 +2
INT 5 -3 -3
MOD SAVE
DEX 14 +2 +2
WIS 10 +0 +0
MOD SAVE
CON 11 +0 +0
CHA 4 -3 -3

Resistances Bludgeoning, Piercing, Slashing Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned Senses Blindsight 30 ft.; Passive Perception 10 Languages Understands Common but can't speak CR 3 (XP 700; PB +2)


Traits

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 creature. The swarm can't regain Hit Points or gain Temporary Hit Points.

Actions

Swarm of Grasping Hands. Melee Attack Roll: +4, reach 5 ft. Hit: 20 (4d8 + 2) Necrotic damage, or 11 (2d8 + 2) Necrotic damage if the swarm is Bloodied. If the target is a Medium or smaller creature, it has the Prone condition.


Cultists

Cultist

Medium or Small Humanoid, Neutral


AC 12 HP 9 (2d8) Speed 30 ft. Initiative +1 (11)


MOD SAVE
STR 11 +0 +0
INT 10 +0 +0
MOD SAVE
DEX 12 +1 +1
WIS 11 +0 +2
MOD SAVE
CON 10 +0 +0
CHA 10 +0 +0

Skills Deception +2, Religion +2 Gear Leather Armor, Sickle Senses Passive Perception 10 Languages Common CR 1/8 (XP 25; PB +2)


Actions

Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.

Cultist Fanatic

Medium or Small Humanoid, Neutral


AC 13 HP 44 (8d8 + 8) Speed 30 ft. Initiative +2 (12)


MOD SAVE
STR 11 +0 +0
INT 10 +0 +0
MOD SAVE
DEX 14 +2 +2
WIS 14 +2 +4
MOD SAVE
CON 12 +1 +1
CHA 13 +1 +1

Skills Deception +3, Persuasion +3, Religion +2 Gear Holy Symbol, Leather Armor Senses Passive Perception 12 Languages Common CR 2 (XP 450; PB +2)


Actions

Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 7 (2d6) Necrotic damage.

Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Light, Thaumaturgy 2/Day: Command 1/Day: Hold Person

Bonus Actions

Spiritual Weapon (2/Day). The cultist casts the Spiritual Weapon spell, using the same spellcasting ability as Spellcasting.


Darkmantle

Darkmantle

Small Aberration, Unaligned


AC 11 HP 22 (5d6 + 5) Speed 10 ft., Fly 30 ft. Initiative +3 (13)

278 System Reference Document 5.2.1


MOD SAVE
STR 16 +3 +3
INT 2 -4 -4
MOD SAVE
DEX 12 +1 +1
WIS 10 +0 +0
MOD SAVE
CON 13 +1 +1
CHA 5 -3 -3

Skills Stealth +3 Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2)


Actions

Crush. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers the target, which has the Blinded condition and is suffocating while the darkmantle is attached in this way. While attached to a target, the darkmantle can attack only the target but has Advantage on its attack rolls. Its Speed becomes 0, it can't benefit from any bonus to its Speed, and it moves with the target. A creature can take an action to try to detach the darkmantle from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.

Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it.


Death Dog

Death Dog

Medium Monstrosity, Neutral Evil


AC 12 HP 39 (6d8 + 12) Speed 40 ft. Initiative +2 (12)


MOD SAVE
STR 15 +2 +2
INT 3 -4 -4
MOD SAVE
DEX 14 +2 +2
WIS 13 +1 +1
MOD SAVE
CON 14 +2 +2
CHA 6 -2 -2

Skills Perception +5, Stealth +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Senses Darkvision 120 ft.; Passive Perception 15 Languages None CR 1 (XP 200; PB +2)


Actions

Multiattack. The death dog makes two Bite attacks.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. If the target is a creature, it is subjected to the following effect. Constitution Saving Throw: DC 12. First Failure: The target has the Poisoned condition. While Poisoned, the target's Hit Point maximum doesn't return to normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target's Hit Point maximum decreases by 5 (1d10).


Deva

Deva

Medium Celestial (Angel), Lawful Good


AC 17 HP 229 (27d8 + 108) Speed 30 ft., Fly 90 ft. (hover) Initiative +4 (14)


MOD SAVE
STR 18 +4 +4
INT 17 +3 +3
MOD SAVE
DEX 18 +4 +4
WIS 20 +5 +9
MOD SAVE
CON 18 +4 +4
CHA 20 +5 +9

Skills Insight +9, Perception +9 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Darkvision 120 ft.; Passive Perception 19 Languages All; telepathy 120 ft. CR 10 (XP 5,900; PB +4)


Traits

Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.

Magic Resistance. The deva has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The deva makes two Holy Mace attacks.

Holy Mace. Melee Attack Roll: +8, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 18 (4d8) Radiant damage.

Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Commune, Raise Dead

Bonus Actions

Divine Aid (2/Day). The deva casts Cure Wounds, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.

279 System Reference Document 5.2.1


Djinni

Djinni

Large Elemental (Genie), Neutral


AC 17 HP 218 (19d10 + 114) Speed 30 ft., Fly 90 ft. (hover) Initiative +2 (12)


MOD SAVE
STR 21 +5 +5
INT 15 +2 +2
MOD SAVE
DEX 15 +2 +6
WIS 16 +3 +7
MOD SAVE
CON 22 +6 +6
CHA 20 +5 +5

Immunities Lightning, Thunder Senses Darkvision 120 ft.; Passive Perception 13 Languages Primordial (Auran) CR 11 (XP 7,200; PB +4)


Traits

Elemental Restoration. If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Air.

Magic Resistance. The djinni has Advantage on saving throws against spells and other magical effects.

Wishes. The djinni has a 30 percent chance of knowing the Wish spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days.

Actions

Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.

Storm Blade. Melee Attack Roll: +9, reach 5 feet. Hit: 12 (2d6 + 5) Slashing damage plus 7 (2d6) Lightning damage.

Storm Bolt. Ranged Attack Roll: +9, range 120 feet. Hit: 13 (3d8) Thunder damage. If the target is a Large or smaller creature, it has the Prone condition.

Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The whirlwind lasts until the djinni's Concentration on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns. Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. Strength Saving Throw: DC 17 (a creature makes this save only once per turn, and the djinni is unaffected). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Spellcasting. The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17): At Will: Detect Evil and Good, Detect Magic 2/Day Each: Create Food and Water (can create wine instead of water), Tongues, Wind Walk 1/Day Each: Creation, Gaseous Form, Invisibility, Major Image, Plane Shift


Doppelganger

Doppelganger

Medium Monstrosity, Neutral


AC 14 HP 52 (8d8 + 16) Speed 30 ft. Initiative +4 (14)


MOD SAVE
STR 11 +0 +0
INT 11 +0 +0
MOD SAVE
DEX 18 +4 +4
WIS 12 +1 +1
MOD SAVE
CON 14 +2 +2
CHA 14 +2 +2

Skills Deception +6, Insight +3 Immunities Charmed Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus three other languages CR 3 (XP 700; PB +2)


Actions

Multiattack. The doppelganger makes two Slam attacks and uses Unsettling Visage if available.

Slam. Melee Attack Roll: +6 (with Advantage during the first round of each combat), reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).

Unsettling Visage (Recharge 6). Wisdom Saving Throw: DC 12, each creature in a 15-foot Emanation originating from the doppelganger that can see the doppelganger. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Bonus Actions

Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

280 System Reference Document 5.2.1


Dragon Turtle

Dragon Turtle

Gargantuan Dragon, Neutral


AC 20 HP 356 (23d20 + 115) Speed 20 ft., Swim 50 ft. Initiative +6 (16)


MOD SAVE
STR 25 +7 +7
INT 10 +0 +0
MOD SAVE
DEX 10 +0 +0
WIS 12 +1 +7
MOD SAVE
CON 20 +5 +11
CHA 12 +1 +1

Resistances Fire Senses Darkvision 120 ft.; Passive Perception 11 Languages Draconic, Primordial (Aquan) CR 17 (XP 18,000; PB +6)


Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three Bite attacks. It can replace one attack with a Tail attack.

Bite. Melee Attack Roll: +13, reach 15 ft. Hit: 23 (3d10 + 7) Piercing damage plus 7 (2d6) Fire damage. Being underwater doesn't grant Resistance to this Fire damage.

Tail. Melee Attack Roll: +13, reach 15 ft. Hit: 18 (2d10 + 7) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.

Steam Breath (Recharge 5-6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage. Failure or Success: Being underwater doesn't grant Resistance to this Fire damage.


Dretch

Dretch

Small Fiend (Demon), Chaotic Evil


AC 11 HP 18 (4d6 + 4) Speed 20 ft. Initiative +0 (10)


MOD SAVE
STR 12 +1 +1
INT 5 -3 -3
MOD SAVE
DEX 11 +0 +0
WIS 8 -1 -1
MOD SAVE
CON 12 +1 +1
CHA 3 -4 -4

Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal) CR 1/4 (XP 50; PB +2)


Actions

Rend. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.

Fetid Cloud (1/Day). Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the dretch. Failure: The target has the Poisoned condition until the end of its next turn. While Poisoned, the creature can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.


Drider

Drider

Large Monstrosity, Chaotic Evil


AC 19 HP 123 (13d10 + 52) Speed 30 ft., Climb 30 ft. Initiative +4 (14)


MOD SAVE
STR 16 +3 +3
INT 13 +1 +1
MOD SAVE
DEX 19 +4 +4
WIS 16 +3 +3
MOD SAVE
CON 18 +4 +4
CHA 12 +1 +1

Skills Perception +6, Stealth +10 Senses Darkvision 120 ft.; Passive Perception 16 Languages Elvish, Undercommon CR 6 (XP 2,300; PB +3)


Traits

Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls.

Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.

Actions

Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination.

Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage.

Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.

Bonus Actions

Magic of the Spider Queen (Recharge 5-6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).

281 System Reference Document 5.2.1


Druid

Druid

Medium or Small Humanoid (Druid), Neutral


AC 13 HP 44 (8d8 + 8) Speed 30 ft. Initiative +1 (11)


MOD SAVE
STR 10 +0 +0
INT 12 +1 +3
MOD SAVE
DEX 12 +1 +1
WIS 16 +3 +3
MOD SAVE
CON 13 +1 +1
CHA 11 +0 +0

Skills Medicine +5, Nature +3, Perception +5 Gear Studded Leather Armor Senses Passive Perception 15 Languages Common, Druidic, Sylvan CR 2 (XP 450; PB +2)


Actions

Multiattack. The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination.

Vine Staff. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage plus 2 (1d4) Poison damage.

Verdant Wisp. Ranged Attack Roll: +5, range 90 ft. Hit: 10 (3d6) Radiant damage.

Spellcasting. The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At Will: Druidcraft, Speak with Animals 2/Day Each: Entangle, Thunderwave 1/Day Each: Animal Messenger, Longstrider, Moonbeam


Dryad

Dryad

Medium Fey, Neutral


AC 16 HP 22 (5d8) Speed 30 ft. Initiative +1 (11)


MOD SAVE
STR 10 +0 +0
INT 14 +2 +2
MOD SAVE
DEX 12 +1 +1
WIS 15 +2 +2
MOD SAVE
CON 11 +0 +0
CHA 18 +4 +4

Skills Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Elvish, Sylvan CR 1 (XP 200; PB +2)


Traits

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.

Actions

Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.

Vine Lash. Melee Attack Roll: +6, reach 10 ft. Hit: 8 (1d8 + 4) Slashing damage.

Thorn Burst. Ranged Attack Roll: +6, range 60 ft. Hit: 7 (1d6 + 4) Piercing damage.

Spellcasting. The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace

Bonus Actions

Tree Stride. If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree.


Earth Elemental

Earth Elemental

Large Elemental, Neutral


AC 17 HP 147 (14d10 + 70) Speed 30 ft., Burrow 30 ft. Initiative -1 (9)


MOD SAVE
STR 20 +5 +5
INT 5 -3 -3
MOD SAVE
DEX 8 -1 -1
WIS 10 +0 +0
MOD SAVE
CON 20 +5 +5
CHA 5 -3 -3

Vulnerabilities Thunder Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 5 (XP 1,800; PB +3)


Traits

Earth Glide. The elemental can burrow through nonmagical, 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 attacks, using Slam or Rock Launch in any combination.

Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.

282 System Reference Document 5.2.1


Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.


Efreeti

Efreeti

Large Elemental (Genie), Neutral


AC 17 HP 212 (17d10 + 119) Speed 40 ft., Fly 60 ft. (hover) Initiative +1 (11)


MOD SAVE
STR 22 +6 +6
INT 16 +3 +3
MOD SAVE
DEX 12 +1 +1
WIS 15 +2 +6
MOD SAVE
CON 24 +7 +7
CHA 19 +4 +8

Immunities Fire Senses Darkvision 120 ft.; Passive Perception 12 Languages Primordial (Ignan) CR 11 (XP 7,200; PB +4)


Traits

Elemental Restoration. If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in 1d4 days, reviving with all its Hit Points somewhere on the Plane of Fire.

Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects.

Wishes. The efreeti has a 30 percent chance of knowing the Wish spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days.

Actions

Multiattack. The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination.

Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.

Hurl Flame. Ranged Attack Roll: +8, range 120 ft. Hit: 24 (7d6) Fire damage.

Spellcasting. The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Elementalism 1/Day Each: Gaseous Form, Invisibility, Major Image, Plane Shift, Tongues, Wall of Fire (level 7 version)


Erinyes

Erinyes

Medium Fiend (Devil), Lawful Evil


AC 18 HP 178 (21d8 + 84) Speed 30 ft., Fly 60 ft. Initiative +7 (17)


MOD SAVE
STR 18 +4 +4
INT 14 +2 +2
MOD SAVE
DEX 16 +3 +7
WIS 14 +2 +2
MOD SAVE
CON 18 +4 +8
CHA 18 +4 +8

Skills Perception +6, Persuasion +8 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 16 Languages Infernal; telepathy 120 ft. CR 12 (XP 8,400; PB +4)


Traits

Diabolical Restoration. If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.

Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects.

Magic Rope. The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and Immunity to Poison and Psychic damage. The rope turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a Short or Long Rest.

Actions

Multiattack. The erinyes makes three Withering Sword attacks and can use Entangling Rope.

Withering Sword. Melee Attack Roll: +8, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 11 (2d10) Necrotic damage.

Entangling Rope (Requires Magic Rope). Strength Saving Throw: DC 16, one creature the erinyes can see within 120 feet. Failure: 14 (4d6) Force damage, and the target has the Restrained condition until the rope is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again.

Reactions

Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.

283 System Reference Document 5.2.1


Ettercap

Ettercap

Medium Monstrosity, Neutral Evil


AC 13 HP 44 (8d8 + 8) Speed 30 ft., Climb 30 ft. Initiative +2 (12)


MOD SAVE
STR 14 +2 +2
INT 7 -2 -2
MOD SAVE
DEX 15 +2 +2
WIS 12 +1 +1
MOD SAVE
CON 13 +1 +1
CHA 8 -1 -1

Skills Perception +3, Stealth +4, Survival +3 Senses Darkvision 60 ft.; Passive Perception 13 Languages None CR 2 (XP 450; PB +2)


Traits

Spider Climb. The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web.

Actions

Multiattack. The ettercap makes one Bite attack and one Claw attack.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 2 (1d4) Poison damage, and the target has the Poisoned condition until the start of the ettercap's next turn.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.

Web Strand (Recharge 5–6). Dexterity Saving Throw: DC 12, one Large or smaller creature the ettercap can see within 30 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Bludgeoning, Poison, and Psychic damage).

Bonus Actions

Reel. The ettercap pulls one creature within 30 feet of itself that is Restrained by its Web Strand up to 25 feet straight toward itself.


Ettin

Ettin

Large Giant, Chaotic Evil


AC 12 HP 85 (10d10 + 30) Speed 40 ft. Initiative -1 (9)


MOD SAVE
STR 21 +5 +5
INT 6 -2 -2
MOD SAVE
DEX 8 -1 -1
WIS 10 +0 +0
MOD SAVE
CON 17 +3 +3
CHA 8 -1 -1

Skills Perception +4 Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious Gear Battleaxe, Morningstar Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 4 (XP 1,100; PB +2)


Actions

Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack.

Battleaxe. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage. If the target is a Large or smaller creature, it has the Prone condition.

Morningstar. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage, and the target has Disadvantage on the next attack roll it makes before the end of its next turn.


Fire Elemental

Fire Elemental

Large Elemental, Neutral


AC 13 HP 93 (11d10 + 33) Speed 50 ft. Initiative +3 (13)


MOD SAVE
STR 10 +0 +0
INT 6 -2 -2
MOD SAVE
DEX 17 +3 +3
WIS 10 +0 +0
MOD SAVE
CON 16 +3 +3
CHA 7 -2 -2

Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Ignan) CR 5 (XP 1,800; PB +3)


Traits

Fire Aura. At the end of each of the elemental's turns, each creature in a 10-foot Emanation originating from the elemental takes 5 (1d10) Fire damage. Creatures and flammable objects in the Emanation start burning.

Fire Form. The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a 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.

Illumination. The elemental sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.

284 System Reference Document 5.2.1


Water Susceptibility. The elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.

Actions

Multiattack. The elemental makes two Burn attacks.

Burn. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Fire damage. If the target is a creature or a flammable object, it starts burning.


Fire Giant

Fire Giant

Huge Giant, Lawful Evil


AC 18 HP 162 (13d12 + 78) Speed 30 ft. Initiative +3 (13)


MOD SAVE
STR 25 +7 +7
INT 10 +0 +0
MOD SAVE
DEX 9 -1 +3
WIS 14 +2 +2
MOD SAVE
CON 23 +6 +10
CHA 13 +1 +5

Skills Athletics +11, Perception +6 Immunities Fire Senses Passive Perception 16 Languages Giant CR 9 (XP 5,000; PB +4)


Actions

Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.

Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.

Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.


Flesh Golem

Flesh Golem

Medium Construct, Neutral


AC 9 HP 127 (15d8 + 60) Speed 30 ft. Initiative -1 (9)


MOD SAVE
STR 19 +4 +4
INT 6 -2 -2
MOD SAVE
DEX 9 -1 -1
WIS 10 +0 +0
MOD SAVE
CON 18 +4 +4
CHA 5 -3 -3

Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 5 (XP 1,800; PB +3)


Traits

Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.

Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied.

Immutable Form. The golem can't shape-shift.

Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.


Frost Giant

Frost Giant

Huge Giant, Neutral Evil


AC 15 HP 149 (13d12 + 65) Speed 40 ft. Initiative +2 (12)

285 System Reference Document 5.2.1


MOD SAVE
STR 23 +6 +6
INT 9 -1 -1
MOD SAVE
DEX 9 -1 -1
WIS 10 +0 +3
MOD SAVE
CON 21 +5 +8
CHA 12 +1 +4

Skills Athletics +9, Perception +3 Immunities Cold Senses Passive Perception 13 Languages Giant CR 8 (XP 3,900; PB +3)


Actions

Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.

Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.

Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target's Speed decreases by 10 feet until the end of its next turn.

Bonus Actions

War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant's next turn.


Fungi

Shrieker Fungus

Medium Plant, Unaligned


AC 5 HP 13 (3d8) Speed 5 ft. Initiative -5 (5)


MOD SAVE
STR 1 -5 -5
INT 1 -5 -5
MOD SAVE
DEX 1 -5 -5
WIS 3 -4 -4
MOD SAVE
CON 10 +0 +0
CHA 1 -5 -5

Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR 0 (XP 0; PB +2)


Reactions

Shriek. Trigger: A creature or a source of Bright Light moves within 30 feet of the shrieker. Response: The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies.

Violet Fungus

Medium Plant, Unaligned


AC 5 HP 18 (4d8) Speed 5 ft. Initiative -5 (5)


MOD SAVE
STR 3 -4 -4
INT 1 -5 -5
MOD SAVE
DEX 1 -5 -5
WIS 3 -4 -4
MOD SAVE
CON 10 +0 +0
CHA 1 -5 -5

Immunities Blinded, Charmed, Deafened, Frightened Senses Blindsight 30 ft.; Passive Perception 6 Languages None CR 1/4 (XP 50; PB +2)


Actions

Multiattack. The fungus makes two Rotting Touch attacks.

Rotting Touch. Melee Attack Roll: +2, reach 10 ft. Hit: 4 (1d8) Necrotic damage.


Gargoyle

Gargoyle

Medium Elemental, Chaotic Evil


AC 15 HP 67 (9d8 + 27) Speed 30 ft., Fly 60 ft. Initiative +2 (12)


MOD SAVE
STR 15 +2 +2
INT 6 -2 -2
MOD SAVE
DEX 11 +0 +0
WIS 11 +0 +0
MOD SAVE
CON 16 +3 +3
CHA 7 -2 -2

Skills Stealth +4 Immunities Poison; Exhaustion, Petrified, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Primordial (Terran) CR 2 (XP 450; PB +2)


Traits

Flyby. The gargoyle doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.

Actions

Multiattack. The gargoyle makes two Claw attacks.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.


Gelatinous Cube

Gelatinous Cube

Large Ooze, Unaligned


AC 6 HP 63 (6d10 + 30) Speed 15 ft. Initiative -4 (6)

286 System Reference Document 5.2.1


MOD SAVE
STR 14 +2 +2
INT 1 -5 -5
MOD SAVE
DEX 3 -4 -4
WIS 6 -2 -2
MOD SAVE
CON 20 +5 +5
CHA 1 -5 -5

Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 ft.; Passive Perception 8 Languages None CR 2 (XP 450; PB +2)


Traits

Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.

Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act.

Actions

Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.

Engulf. The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.


Ghast

Ghast

Medium Undead, Chaotic Evil


AC 13 HP 36 (8d8) Speed 30 ft. Initiative +3 (13)


MOD SAVE
STR 16 +3 +3
INT 11 +0 +0
MOD SAVE
DEX 17 +3 +3
WIS 10 +0 +2
MOD SAVE
CON 10 +0 +0
CHA 8 -1 -1

Resistances Necrotic Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 2 (XP 450; PB +2)


Traits

Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.


Ghost

Ghost

Medium Undead, Neutral


AC 11 HP 45 (10d8) Speed 5 ft., Fly 40 ft. (hover) Initiative +1 (11)


MOD SAVE
STR 7 -2 -2
INT 10 +0 +0
MOD SAVE
DEX 13 +1 +1
WIS 12 +1 +1
MOD SAVE
CON 10 +0 +0
CHA 17 +3 +3

Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft.; Passive Perception 11 Languages Common plus one other language CR 4 (XP 1,100; PB +2)


Traits

Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.

Incorporeal Movement. The ghost 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.

287 System Reference Document 5.2.1


Actions

Multiattack. The ghost makes two Withering Touch attacks.

Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage.

Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane.

Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours.

Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. Success: The target is immune to this ghost's Possession for 24 hours.


Ghoul

Ghoul

Medium Undead, Chaotic Evil


AC 12 HP 22 (5d8) Speed 30 ft. Initiative +2 (12)


MOD SAVE
STR 13 +1 +1
INT 7 -2 -2
MOD SAVE
DEX 15 +2 +2
WIS 10 +0 +0
MOD SAVE
CON 10 +0 +0
CHA 6 -2 -2

Immunities Poison; Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 10 Languages Common CR 1 (XP 200; PB +2)


Actions

Multiattack. The ghoul makes two Bite attacks.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.


Gibbering Mouther

Gibbering Mouther

Medium Aberration, Chaotic Neutral


AC 9 HP 52 (7d8 + 21) Speed 20 ft., Swim 20 ft. Initiative -1 (9)


MOD SAVE
STR 10 +0 +0
INT 3 -4 -4
MOD SAVE
DEX 8 -1 -1
WIS 10 +0 +0
MOD SAVE
CON 16 +3 +3
CHA 6 -2 -2

Immunities Prone Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 2 (XP 450; PB +2)


Traits

Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.

Gibbering. The mouther babbles incoherently while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn: 1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction. 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind.

Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther's next turn.

288 System Reference Document 5.2.1


Glabrezu

Glabrezu

Large Fiend (Demon), Chaotic Evil


AC 17 HP 189 (18d10 + 90) Speed 40 ft. Initiative +6 (16)


MOD SAVE
STR 20 +5 +9
INT 19 +4 +4
MOD SAVE
DEX 15 +2 +2
WIS 17 +3 +7
MOD SAVE
CON 21 +5 +9
CHA 16 +3 +7

Skills Deception +7, Perception +7 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 17 Languages Abyssal; telepathy 120 ft. CR 9 (XP 5,000; PB +4)


Traits

Demonic Restoration. If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Magic Resistance. The glabrezu has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting.

Pincer. Melee Attack Roll: +9, reach 10 ft. Hit: 16 (2d10 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two pincers.

Pummel. Dexterity Saving Throw: DC 17, one creature Grappled by the glabrezu. Failure: 15 (3d6 + 5) Bludgeoning damage. Success: Half damage.

Spellcasting. The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: Darkness, Detect Magic, Dispel Magic 1/Day Each: Confusion, Fly, Power Word Stun


Gladiator

Gladiator

Medium or Small Humanoid, Neutral


AC 16 HP 112 (15d8 + 45) Speed 30 ft. Initiative +5 (15)


MOD SAVE
STR 18 +4 +7
INT 10 +0 +0
MOD SAVE
DEX 15 +2 +5
WIS 12 +1 +4
MOD SAVE
CON 16 +3 +6
CHA 15 +2 +2

Skills Athletics +10, Performance +5 Gear Shield, Spears (3), Studded Leather Armor Senses Passive Perception 11 Languages Common CR 5 (XP 1,800; PB +3)


Actions

Multiattack. The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash.

Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 11 (2d6 + 4) Piercing damage.

Shield Bash. Strength Saving Throw: DC 15, one creature within 5 feet that the gladiator can see. Failure: 9 (2d4 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it has the Prone condition.

Reactions

Parry. Trigger: The gladiator is hit by a melee attack roll while holding a weapon. Response: The gladiator adds 3 to its AC against that attack, possibly causing it to miss.


Gnoll

Gnoll Warrior

Medium Fiend, Chaotic Evil


AC 15 HP 27 (6d8) Speed 30 ft. Initiative +1 (11)


MOD SAVE
STR 14 +2 +2
INT 6 -2 -2
MOD SAVE
DEX 12 +1 +1
WIS 10 +0 +0
MOD SAVE
CON 11 +0 +0
CHA 7 -2 -2

Senses Darkvision 60 ft.; Passive Perception 10 Languages Gnoll CR 1/2 (XP 100; PB +2)


Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.

Bonus Actions

Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.

289 System Reference Document 5.2.1


Goblins

Goblin Minion

Small Fey (Goblinoid), Chaotic Neutral


AC 12 HP 7 (2d6) Speed 30 ft. Initiative +2 (12)


MOD SAVE
STR 8 -1 -1
INT 10 +0 +0
MOD SAVE
DEX 15 +2 +2
WIS 8 -1 -1
MOD SAVE
CON 10 +0 +0
CHA 8 -1 -1

Skills Stealth +6 Gear Daggers (3) Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/8 (XP 25; PB +2)


Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Warrior

Small Fey (Goblinoid), Chaotic Neutral


AC 15 HP 10 (3d6) Speed 30 ft. Initiative +2 (12)


MOD SAVE
STR 8 -1 -1
INT 10 +0 +0
MOD SAVE
DEX 15 +2 +2
WIS 8 -1 -1
MOD SAVE
CON 10 +0 +0
CHA 8 -1 -1

Skills Stealth +6 Gear Leather Armor, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1/4 (XP 50; PB +2)


Actions

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Boss

Small Fey (Goblinoid), Chaotic Neutral


AC 17 HP 21 (6d6) Speed 30 ft. Initiative +2 (12)


MOD SAVE
STR 10 +0 +0
INT 10 +0 +0
MOD SAVE
DEX 15 +2 +2
WIS 8 -1 -1
MOD SAVE
CON 10 +0 +0
CHA 10 +0 +0

Skills Stealth +6 Gear Chain Shirt, Scimitar, Shield, Shortbow Senses Darkvision 60 ft.; Passive Perception 9 Languages Common, Goblin CR 1 (XP 200; PB +2)


Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.


Gold Dragons

Gold Dragon Wyrmling

Medium Dragon (Metallic), Lawful Good


AC 17 HP 60 (8d8 + 24) Speed 30 ft., Fly 60 ft., Swim 30 ft. Initiative +4 (14)


MOD SAVE
STR 19 +4 +4
INT 14 +2 +2
MOD SAVE
DEX 14 +2 +4
WIS 11 +0 +2
MOD SAVE
CON 17 +3 +3
CHA 16 +3 +3

Skills Perception +4, Stealth +4 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 3 (700 XP; PB +2)

290 System Reference Document 5.2.1


Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.

Weakening Breath. Strength Saving Throw: DC 13, each creature that isn't currently affected by this breath in a 15-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 2 (1d4) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Young Gold Dragon

Large Dragon (Metallic), Lawful Good


AC 18 HP 178 (17d10 + 85) Speed 40 ft., Fly 80 ft., Swim 40 ft. Initiative +6 (16)


MOD SAVE
STR 23 +6 +6
INT 16 +3 +3
MOD SAVE
DEX 14 +2 +6
WIS 13 +1 +5
MOD SAVE
CON 21 +5 +5
CHA 20 +5 +5

Skills Insight +5, Perception +9, Persuasion +9, Stealth +6 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 19 Languages Common, Draconic CR 10 (XP 5,900; PB +4)


Traits

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath.

Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Slashing damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 55 (10d10) Fire damage. Success: Half damage.

Weakening Breath. Strength Saving Throw: DC 17, each creature that isn't currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Adult Gold Dragon

Huge Dragon (Metallic), Lawful Good


AC 19 HP 243 (18d12 + 126) Speed 40 ft., Fly 80 ft., Swim 40 ft. Initiative +14 (24)


MOD SAVE
STR 27 +8 +8
INT 16 +3 +3
MOD SAVE
DEX 14 +2 +8
WIS 15 +2 +8
MOD SAVE
CON 25 +7 +7
CHA 24 +7 +7

Skills Insight +8, Perception +14, Persuasion +13, Stealth +8 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 24 Languages Common, Draconic CR 17 (XP 18,000, or 20,000 in lair; PB +6)


Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.

Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Fire damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth

Weakening Breath. Strength Saving Throw: DC 21, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

291 System Reference Document 5.2.1


Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn.

Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.


Ancient Gold Dragon

Ancient Gold Dragon

Gargantuan Dragon (Metallic), Lawful Good


AC 22 HP 546 (28d20 + 252) Speed 40 ft., Fly 80 ft., Swim 40 ft. Initiative +16 (26)


MOD SAVE
STR 30 +10 +10
INT 18 +4 +4
MOD SAVE
DEX 14 +2 +9
WIS 17 +3 +10
MOD SAVE
CON 29 +9 +9
CHA 28 +9 +9

Skills Insight +10, Perception +17, Persuasion +16, Stealth +9 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 27 Languages Common, Draconic CR 24 (XP 62,000, or 75,000 in lair; PB +7)


Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 4 version) or (B) Weakening Breath.

Rend. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Fire damage.

Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 71 (13d10) Fire damage. Success: Half damage.

Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At Will: Detect Magic, Guiding Bolt (level 4 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth

Weakening Breath. Strength Saving Throw: DC 24, each creature that isn't currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 5 (1d10) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Banish. Charisma Saving Throw: DC 24, one creature the dragon can see within 120 feet. Failure: 24 (7d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. Failure or Success: The dragon can't take this action again until the start of its next turn.

Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.


Gorgon

Gorgon

Large Construct, Unaligned


AC 19 HP 114 (12d10 + 48) Speed 40 ft. Initiative +0 (10)


MOD SAVE
STR 20 +5 +5
INT 2 -4 -4
MOD SAVE
DEX 11 +0 +0
WIS 12 +1 +1
MOD SAVE
CON 18 +4 +4
CHA 7 -2 -2

Skills Perception +7 Immunities Exhaustion, Petrified Senses Darkvision 60 ft.; Passive Perception 17 Languages None CR 5 (XP 1,800; PB +3)

292 System Reference Document 5.2.1