DnD-Campaign-Two/.claude/skills/dnd5e-srd-1.0.0/references/DND5eSRD_273-292.md
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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,
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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)
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>
> | | 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.
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# 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.
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***
# 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).
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***
# 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.
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**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.
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# 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.
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**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)
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> | | 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)
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>
> | | 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
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***
### 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.
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***
# 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)
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***
### 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.
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***
### 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)
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System Reference Document 5.2.1