86 KiB
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Claw. Melee Attack Roll: +7, reach 10 ft. Hit: 10 (1d12 + 4) Slashing damage plus 9 (2d8) Necrotic damage.
Nightmare Ray. Ranged Attack Roll: +5, range 60 ft. Hit: 9 (2d6 + 2) Psychic damage, and the target has the Frightened condition until the start of the oni's next turn.
Shape-Shift. The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Spellcasting. The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
1/Day Each: Charm Person (level 2 version), Darkness, Gaseous Form, Sleep
Bonus Actions
Invisibility. The oni casts Invisibility on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.
Otyugh
Otyugh
Large Aberration, Neutral
AC 14 HP 104 (11d10 + 44) Speed 30 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +3 +3 +0 +0 +4 +7 MOD SAVE MOD SAVE MOD SAVE -2 -2 +1 +1 -2 -2 Senses Darkvision 120 ft.; Passive Perception 11 Languages Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically) CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The otyugh makes one Bite attack and two Tentacle attacks.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 12 (2d8 + 3) Piercing damage, and the target has the Poisoned condition. Whenever the Poisoned target finishes a Long Rest, it is subjected to the following effect. Constitution Saving Throw: DC 15. Failure: The target's Hit Point maximum decreases by 5 (1d10) and doesn't return to normal until the Poisoned condition ends on the target. Success: The Poisoned condition ends.
Tentacle. Melee Attack Roll: +6, reach 10 ft. Hit: 12 (2d8 + 3) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two tentacles.
Tentacle Slam. Constitution Saving Throw: DC 14, each creature Grappled by the otyugh. Failure: 16 (3d8 + 3) Bludgeoning damage, and the target has the Stunned condition until the start of the otyugh's next turn. Success: Half damage only.
Owlbear
Owlbear
Large Monstrosity, Unaligned
AC 13 HP 59 (7d10 + 21) Speed 40 ft., Climb 40 ft. Initiative +1 (11)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +5 +5 +1 +1 +3 +3 MOD SAVE MOD SAVE MOD SAVE -4 -4 +1 +1 -2 -2 Skills Perception +5 Senses Darkvision 60 ft.; Passive Perception 15 Languages None CR 3 (XP 700; PB +2)
Actions
Multiattack. The owlbear makes two Rend attacks.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage.
Pegasus
Pegasus
Large Celestial, Chaotic Good
AC 12 HP 59 (7d10 + 21) Speed 60 ft., Fly 90 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +2 +4 +3 +5 MOD SAVE MOD SAVE MOD SAVE +0 +0 +2 +4 +1 +3 Skills Perception +6 Senses Passive Perception 16 Languages Understands Celestial, Common, Elvish, and Sylvan but can't speak CR 2 (XP 450; PB +2)
Actions
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Radiant damage.
Phase Spider
Phase Spider
Large Monstrosity, Unaligned
AC 14 HP 45 (7d10 + 7) Speed 30 ft., Climb 30 ft. Initiative +3 (13)
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STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +2 +2 +3 +3 +1 +1 MOD SAVE MOD SAVE MOD SAVE -2 -2 +0 +0 -2 -2 Skills Stealth +7 Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 3 (XP 700; PB +2)
Traits
Ethereal Sight. The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa.
Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.
Actions
Multiattack. The spider makes two Bite attacks.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage plus 9 (2d8) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition.
Bonus Actions
Ethereal Jaunt. The spider teleports from the Material Plane to the Ethereal Plane or vice versa.
Pirates
Pirate
Medium or Small Humanoid, Neutral
AC 14 HP 33 (6d8 + 6) Speed 30 ft. Initiative +5 (15)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +0 +0 +3 +5 +1 +1 MOD SAVE MOD SAVE MOD SAVE -1 -1 +1 +1 +2 +4 Gear Daggers (6), Leather Armor Senses Passive Perception 11 Languages Common plus one other language CR 1 (XP 200; PB +2)
Actions
Multiattack. The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache.
Dagger. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 5 (1d4 + 3) Piercing damage.
Enthralling Panache. Wisdom Saving Throw: DC 12, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn.
Pirate Captain
Medium or Small Humanoid, Neutral
AC 17 HP 84 (13d8 + 26) Speed 30 ft. Initiative +7 (17)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +0 +3 +4 +7 +2 +2 MOD SAVE MOD SAVE MOD SAVE +0 +0 +2 +5 +3 +6 Skills Acrobatics +7, Perception +5 Gear Pistol, Rapier Senses Passive Perception 15 Languages Common plus one other language CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The pirate makes three attacks, using Rapier or Pistol in any combination.
Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage, and the pirate has Advantage on the next attack roll it makes before the end of this turn.
Pistol. Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10 + 4) Piercing damage.
Bonus Actions
Captain's Charm. Wisdom Saving Throw: DC 14, one creature the pirate can see within 30 feet. Failure: The target has the Charmed condition until the start of the pirate's next turn.
Reactions
Riposte. Trigger: The pirate is hit by a melee attack roll while holding a weapon. Response: The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
Pit Fiend
Pit Fiend
Large Fiend (Devil), Lawful Evil
AC 21 HP 337 (27d10 + 189) Speed 30 ft., Fly 60 ft. Initiative +14 (24)
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STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +8 +8 +2 +8 +7 +7 MOD SAVE MOD SAVE MOD SAVE +6 +6 +4 +10 +7 +7 Skills Perception +10, Persuasion +19 Resistances Cold Immunities Fire, Poison; Poisoned Senses Truesight 120 ft.; Passive Perception 20 Languages Infernal; telepathy 120 ft. CR 20 (XP 25,000; PB +6)
Traits
Diabolical Restoration. If the pit fiend 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.
Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend's aura for 24 hours.
Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can't regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and 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.
Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necrotic damage.
Fiery Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage.
Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.
Planetar
Planetar
Large Celestial (Angel), Lawful Good
AC 19 HP 262 (21d10 + 147) Speed 40 ft., Fly 120 ft. (hover) Initiative +10 (20)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +7 +12 +5 +5 +7 +12 MOD SAVE MOD SAVE MOD SAVE +4 +4 +6 +11 +7 +12 Skills Perception +11 Resistances Radiant Immunities Charmed, Exhaustion, Frightened Senses Truesight 120 ft.; Passive Perception 21 Languages All; telepathy 120 ft. CR 16 (XP 15,000; PB +5)
Traits
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar 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 planetar has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The planetar makes three Radiant Sword attacks or uses Holy Burst twice.
Radiant Sword. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each enemy in a 20-foot-radius Sphere centered on a point the planetar can see within 120 feet. Failure: 24 (7d6) Radiant damage. Success: Half damage.
Spellcasting. The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save DC 20):
- At Will: Detect Evil and Good
- 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Bonus Actions
Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
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Priests
Priest Acolyte
Medium or Small Humanoid (Cleric), Neutral
AC 13 HP 11 (2d8 + 2) Speed 30 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +2 +2 +0 +0 +1 +1 MOD SAVE MOD SAVE MOD SAVE +0 +0 +2 +2 +0 +0 Skills Medicine +4, Religion +2 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 12 Languages Common CR 1/4 (XP 50; PB +2)
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant damage.
Radiant Flame. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d6) Radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability:
At Will: Light, Thaumaturgy
Bonus Actions
Divine Aid (1/Day). The priest casts Bless, Healing Word, or Sanctuary, using the same spellcasting ability as Spellcasting.
Priest
Medium or Small Humanoid (Cleric), Neutral
AC 13 HP 38 (7d8 + 7) Speed 30 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +3 +3 +0 +0 +1 +1 MOD SAVE MOD SAVE MOD SAVE +1 +1 +3 +3 +1 +1 Skills Medicine +7, Perception +5, Religion +5 Gear Chain Shirt, Holy Symbol, Mace Senses Passive Perception 15 Languages Common plus one other language CR 2 (XP 450; PB +2)
Actions
Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination.
Mace. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage plus 5 (2d4) Radiant damage.
Radiant Flame. Ranged Attack Roll: +5, range 60 ft. Hit: 11 (2d10) Radiant damage.
Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
- At Will: Light, Thaumaturgy
- 1/Day: Spirit Guardians
Bonus Actions
Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Pseudodragon
Pseudodragon
Tiny Dragon, Neutral Good
AC 14 HP 10 (3d4 + 3) Speed 15 ft., Fly 60 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -2 -2 +2 +2 +1 +1 MOD SAVE MOD SAVE MOD SAVE +0 +0 +1 +1 +0 +0 Skills Perception +5, Stealth +4 Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 15 Languages Understands Common and Draconic but can't speak CR 1/4 (XP 50; PB +2)
Traits
Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The pseudodragon makes two Bite attacks.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.
Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: While Poisoned, the target also has the Unconscious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Purple Worm
Purple Worm
Gargantuan Monstrosity, Unaligned
AC 18 HP 247 (15d20 + 90) Speed 50 ft., Burrow 50 ft. Initiative +3 (13)
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STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +9 +9 -2 -2 +6 +11 MOD SAVE MOD SAVE MOD SAVE -5 -5 -1 +4 -3 -3 Senses Blindsight 30 ft., Tremorsense 60 ft.; Passive Perception 9 Languages None CR 15 (XP 13,000; PB +5)
Traits
Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The worm makes one Bite attack and one Tail Stinger attack.
Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8 + 9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends.
Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6 + 9) Piercing damage plus 35 (10d6) Poison damage.
Bonus Actions
Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone.
Quasit
Quasit
Tiny Fiend (Demon), Chaotic Evil
AC 13 HP 25 (10d4) Speed 40 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -3 -3 +3 +3 +0 +0 MOD SAVE MOD SAVE MOD SAVE -2 -2 +0 +0 +0 +0 Skills Stealth +5 Resistances Cold, Fire, Lightning Immunities Poison; Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Abyssal, Common CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit's next turn.
Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn't transformed.
Rakshasa
Rakshasa
Medium Fiend, Lawful Evil
AC 17 HP 221 (26d8 + 104) Speed 40 ft. Initiative +8 (18)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +2 +2 +3 +3 +4 +4 MOD SAVE MOD SAVE MOD SAVE +1 +1 +3 +3 +5 +5 Skills Deception +10, Insight +8, Perception +8 Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell Immunities Charmed, Frightened Senses Truesight 60 ft.; Passive Perception 18 Languages Common, Infernal CR 13 (XP 10,000; PB +5)
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Traits
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Actions
Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa's next turn.
Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
- At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
- 1/Day Each: Fly, Invisibility, Major Image, Plane Shift
Red Dragons
Red Dragon Wyrmling
Medium Dragon (Chromatic), Chaotic Evil
AC 17 HP 75 (10d8 + 30) Speed 30 ft., Climb 30 ft., Fly 60 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +0 +2 +3 +3 MOD SAVE MOD SAVE MOD SAVE +1 +1 +0 +2 +2 +2 Skills Perception +4, Stealth +2 Immunities Fire Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 4 (XP 1,100; PB +2)
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage. Success: Half damage.
Young Red Dragon
Large Dragon (Chromatic), Chaotic Evil
AC 18 HP 178 (17d10 + 85) Speed 40 ft., Climb 40 ft., Fly 80 ft. Initiative +4 (14)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +6 +6 +0 +4 +5 +5 MOD SAVE MOD SAVE MOD SAVE +2 +2 +0 +4 +4 +4 Skills Perception +8, Stealth +4 Immunities Fire Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 10 (XP 5,900; PB +4)
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half damage.
Adult Red Dragon
Huge Dragon (Chromatic), Chaotic Evil
AC 19 HP 256 (19d12 + 133) Speed 40 ft., Climb 40 ft., Fly 80 ft. Initiative +12 (22)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +8 +8 +0 +6 +7 +7 MOD SAVE MOD SAVE MOD SAVE +3 +3 +1 +7 +6 +6 Skills Perception +13, Stealth +6 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 23 Languages Common, Draconic CR 17 (XP 18,000, or 20,000 in lair; PB +6)
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 Spellcasting to cast Scorching Ray.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 13 (1d10 + 8) Slashing damage plus 5 (2d4) Fire damage.
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Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 59 (17d6) 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 20, +12 to hit with spell attacks):
- At Will: Command (level 2 version), Detect Magic, Scorching Ray
- 1/Day: Fireball
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.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. 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.
Ancient Red Dragon
Gargantuan Dragon (Chromatic), Chaotic Evil
AC 22 HP 507 (26d20 + 234) Speed 40 ft., Climb 40 ft., Fly 80 ft. Initiative +14 (24)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +10 +10 +0 +7 +9 +9 MOD SAVE MOD SAVE MOD SAVE +4 +4 +2 +9 +8 +8 Skills Perception +16, Stealth +7 Immunities Fire Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 24 (XP 62,000, or 75,000 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 Spellcasting to cast Scorching Ray (level 3 version).
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 10 (3d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 91 (26d6) 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 23, +15 to hit with spell attacks):
- At Will: Command (level 2 version), Detect Magic, Scorching Ray (level 3 version)
- 1/Day Each: Fireball (level 6 version), Scrying
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.
Commanding Presence. The dragon uses Spellcasting to cast Command (level 2 version). The dragon can't take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray (level 3 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.
Remorhaz
Remorhaz
Huge Monstrosity, Unaligned
AC 17 HP 195 (17d12 + 85) Speed 40 ft., Burrow 30 ft. Initiative +5 (15)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +7 +7 +1 +1 +5 +5 MOD SAVE MOD SAVE MOD SAVE -3 -3 +0 +0 -3 -3 Immunities Cold, Fire Senses Darkvision 60 ft., Tremorsense 60 ft.; Passive Perception 10 Languages None CR 11 (XP 7,200; PB +4)
Traits
Heat Aura. At the end of each of the remorhaz's turns, each creature in a 5-foot Emanation originating from the remorhaz takes 16 (3d10) Fire damage.
Actions
Bite. Melee Attack Roll: +11, reach 10 ft. Hit: 18 (2d10 + 7) Piercing damage plus 14 (4d6) Fire damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 17), and it has the Restrained condition until the grapple ends.
Bonus Actions
Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the remorhaz (it can have up to two creatures swallowed at a time). Failure: The target is swallowed by the remorhaz, and the Grappled condition ends. A swallowed creature has the Blinded
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and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the remorhaz's turns.
If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the Prone condition. If the remorhaz dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse by using 15 feet of movement, exiting Prone.
Roc
Roc
Gargantuan Monstrosity, Unaligned
AC 15 HP 248 (16d20 + 80) Speed 20 ft., Fly 120 ft. Initiative +8 (18)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +9 +9 +0 +4 +5 +5 MOD SAVE MOD SAVE MOD SAVE -4 -4 +0 +4 -1 -1 Skills Perception +8 Senses Passive Perception 18 Languages None CR 11 (XP 7,200; PB +4)
Actions
Multiattack. The roc makes two Beak attacks. It can replace one attack with a Talons attack.
Beak. Melee Attack Roll: +13, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage.
Talons. Melee Attack Roll: +13, reach 5 ft. Hit: 23 (4d6 + 9) Slashing damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 19) from both talons, and it has the Restrained condition until the grapple ends.
Bonus Actions
Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.
Roper
Roper
Large Aberration, Neutral Evil
AC 20 HP 93 (11d10 + 33) Speed 10 ft., Climb 20 ft. Initiative +5 (15)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 -1 -1 +3 +3 MOD SAVE MOD SAVE MOD SAVE -2 -2 +3 +3 -2 -2 Skills Perception +6, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 16 Languages None CR 5 (XP 1,800; PB +3)
Traits
Spider Climb. The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 17 (3d8 + 4) Piercing damage.
Tentacle. Melee Attack Roll: +7, reach 60 ft. Hit: The target has the Grappled condition (escape DC 14) from one of six tentacles, and the target has the Poisoned condition until the grapple ends. The tentacle can be damaged, freeing a creature it has Grappled when destroyed (AC 20, HP 10, Immunity to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn.
Reel. The roper pulls each creature Grappled by it up to 30 feet straight toward it.
Rust Monster
Rust Monster
Medium Monstrosity, Unaligned
AC 14 HP 33 (6d8 + 6) Speed 40 ft. Initiative +1 (11)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +1 +1 +1 +1 +1 +1 MOD SAVE MOD SAVE MOD SAVE -4 -4 +1 +1 -2 -2 Senses Darkvision 60 ft.; Passive Perception 11 Languages None CR 1/2 (XP 100; PB +2)
Traits
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.
Actions
Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
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Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the creature with the object. Failure: The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches –5. The penalty can be removed by casting the Mending spell on the armor or weapon.
Destroy Metal. The rust monster touches a nonmagical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot Cube of the object.
Reactions
Reflexive Antennae. Trigger: An attack roll hits the rust monster. Response: The rust monster uses Antennae.
Sahuagin
Sahuagin Warrior
Medium Fiend, Lawful Evil
AC 12 HP 22 (4d8 + 4) Speed 30 ft., Swim 40 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +1 +1 +0 +0 +1 +1 MOD SAVE MOD SAVE MOD SAVE +1 +1 +1 +1 -1 -1 Skills Perception +5 Resistances Acid, Cold Senses Darkvision 120 ft.; Passive Perception 15 Languages Sahuagin CR 1/2 (XP 100; PB +2)
Traits
Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
Limited Amphibiousness. The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water.
Shark Telepathy. The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy.
Actions
Multiattack. The sahuagin makes two Claw attacks.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
Bonus Actions
Aquatic Charge. The sahuagin swims up to its Swim Speed straight toward an enemy it can see.
Salamander
Salamander
Large Elemental, Neutral Evil
AC 15 HP 90 (12d10 + 24) Speed 30 ft., Climb 30 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +2 +2 +2 +2 MOD SAVE MOD SAVE MOD SAVE +0 +0 +0 +0 +1 +1 Vulnerabilities Cold Immunities Fire 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 salamander's turns, each creature of the salamander's choice in a 5-foot Emanation originating from the salamander takes 7 (2d6) Fire damage.
Actions
Multiattack. The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict.
Flame Spear. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage plus 7 (2d6) Fire damage. Hit or Miss: The spear magically returns to the salamander's hand immediately after a ranged attack.
Constrict. Strength Saving Throw: DC 15, one Large or smaller creature the salamander can see within 10 feet. Failure: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Satyr
Satyr
Medium Fey, Chaotic Neutral
AC 13 HP 31 (7d8) Speed 40 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +1 +1 +3 +3 +0 +0 MOD SAVE MOD SAVE MOD SAVE +1 +1 +0 +0 +2 +2 Skills Perception +2, Performance +6, Stealth +5 Senses Passive Perception 12 Languages Common, Elvish, Sylvan CR 1/2 (XP 100; PB +2)
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Traits
Magic Resistance. The satyr has Advantage on saving throws against spells and other magical effects.
Actions
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself.
Mockery. Wisdom Saving Throw: DC 12, one creature the satyr can see within 90 feet. Failure: 5 (1d6 + 2) Psychic damage.
Scout
Scout
Medium or Small Humanoid, Neutral
AC 13 HP 16 (3d8 + 3) Speed 30 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +0 +0 +2 +2 +1 +1 MOD SAVE MOD SAVE MOD SAVE +0 +0 +1 +1 +0 +0 Skills Nature +4, Perception +5, Stealth +6, Survival +5 Gear Leather Armor, Longbow, Shortsword Senses Passive Perception 15 Languages Common plus one other language CR 1/2 (XP 100; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination.
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.
Sea Hag
Sea Hag
Medium Fey, Chaotic Evil
AC 14 HP 52 (7d8 + 21) Speed 30 ft., Swim 40 ft. Initiative +1 (11)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +3 +3 +1 +1 +3 +3 MOD SAVE MOD SAVE MOD SAVE +1 +1 +1 +1 +1 +1 Senses Darkvision 60 ft.; Passive Perception 11 Languages Common, Giant, Primordial (Aquan) CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours.
Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage.
Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours.
Shadow
Shadow
Medium Undead, Chaotic Evil
AC 12 HP 27 (5d8 + 5) Speed 40 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -2 -2 +2 +2 +1 +1 MOD SAVE MOD SAVE MOD SAVE -2 -2 +0 +0 -1 -1 Skills Stealth +6 Vulnerabilities Radiant Resistances Acid, Cold, Fire, Lightning, Thunder Immunities Necrotic, Poison; Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages None CR 1/2 (XP 100; PB +2)
Traits
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
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Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Necrotic damage, and the target's Strength score decreases by 1d4. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse 1d4 hours later.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Shambling Mound
Shambling Mound
Large Plant, Unaligned
AC 15 HP 110 (13d10 + 39) Speed 30 ft., Swim 20 ft. Initiative -1 (9)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 -1 -1 +3 +3 MOD SAVE MOD SAVE MOD SAVE -3 -3 +0 +0 -3 -3 Skills Stealth +3 Resistances Cold, Fire Immunities Lightning; Deafened, Exhaustion Senses Blindsight 60 ft.; Passive Perception 10 Languages None CR 5 (XP 1,800; PB +3)
Traits
Lightning Absorption. Whenever the shambling mound is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Multiattack. The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf.
Charged Tendril. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 5 (2d4) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself.
Engulf. Strength Saving Throw: DC 15, one Medium or smaller creature within 5 feet. Failure: The target is pulled into the shambling mound's space and has the Grappled condition (escape DC 14). Until the grapple ends, the target has the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra movement. The shambling mound can have only one creature Grappled by this action at a time.
Shield Guardian
Shield Guardian
Large Construct, Unaligned
AC 17 HP 142 (15d10 + 60) Speed 30 ft. Initiative -1 (9)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 -1 -1 +4 +4 MOD SAVE MOD SAVE MOD SAVE -2 -2 +0 +0 -4 -4 Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 10 Languages Understands commands given in any language but can't speak CR 7 (XP 2,900; PB +3)
Traits
Bound. The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian.
Regeneration. The guardian regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Spell Storing. A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost.
Actions
Multiattack. The guardian makes two Fist attacks.
Fist. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage plus 7 (2d6) Force damage.
Reactions
Protection. Trigger: An attack roll hits the wearer of the guardian's amulet while the wearer is within 5 feet of the guardian. Response: The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn.
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Silver Dragons
Silver Dragon Wyrmling
Medium Dragon (Metallic), Lawful Good
AC 17 HP 45 (6d8 + 18) Speed 30 ft., Fly 60 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +0 +2 +3 +3 MOD SAVE MOD SAVE MOD SAVE +1 +1 +0 +2 +2 +2 Skills Perception +4, Stealth +2 Immunities Cold Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14 Languages Draconic CR 2 (450 XP; PB +2)
Actions
Multiattack. The dragon makes two Rend attacks.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 18 (4d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 13, each creature in a 15-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and 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 Silver Dragon
Large Dragon (Metallic), Lawful Good
AC 18 HP 168 (16d10 + 80) Speed 40 ft., Fly 80 ft. Initiative +4 (14)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +6 +6 +0 +4 +5 +5 MOD SAVE MOD SAVE MOD SAVE +2 +2 +0 +4 +4 +4 Skills History +6, Perception +8, Stealth +4 Immunities Cold Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 18 Languages Common, Draconic CR 9 (XP 5,000; PB +4)
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 49 (11d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 17, each creature in a 30-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and 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 Silver Dragon
Huge Dragon (Metallic), Lawful Good
AC 19 HP 216 (16d12 + 112) Speed 40 ft., Fly 80 ft. Initiative +10 (20)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +8 +8 +0 +5 +7 +7 MOD SAVE MOD SAVE MOD SAVE +3 +3 +1 +6 +6 +6 Skills History +8, Perception +11, Stealth +5 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21 Languages Common, Draconic CR 16 (XP 15,000, or 18,000 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) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.
Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 20, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and 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.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
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- At Will: Detect Magic, Hold Monster, Ice Knife, 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: Ice Storm (level 5 version), Zone of Truth
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.
Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: 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.
Ancient Silver Dragon
Gargantuan Dragon (Metallic), Lawful Good
AC 22 HP 468 (24d20 + 216) Speed 40 ft., Fly 80 ft. Initiative +14 (24)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +10 +10 +0 +7 +9 +9 MOD SAVE MOD SAVE MOD SAVE +4 +4 +2 +9 +8 +8 Skills History +11, Perception +16, Stealth +7 Immunities Cold Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 26 Languages Common, Draconic CR 23 (XP 50,000, or 62,000 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) Paralyzing Breath or (B) Spellcasting to cast Ice Knife (level 2 version).
Rend. Melee Attack Roll: +17, reach 15 ft. Hit: 19 (2d8 + 10) Slashing damage plus 9 (2d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage.
Paralyzing Breath. Constitution Saving Throw: DC 24, each creature in a 90-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and 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.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
- At Will: Detect Magic, Hold Monster, Ice Knife (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: Control Weather, Ice Storm (level 7 version), Teleport, Zone of Truth
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.
Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can't take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: 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.
Skeletons
Skeleton
Medium Undead, Lawful Evil
AC 14 HP 13 (2d8 + 4) Speed 30 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +0 +0 +3 +3 +2 +2 MOD SAVE MOD SAVE MOD SAVE -2 -2 -1 -1 -3 -3 Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Gear Shortbow, Shortsword Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Common plus one other language but can't speak CR 1/4 (XP 50; PB +2)
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Actions
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.
Warhorse Skeleton
Large Undead, Lawful Evil
AC 13 HP 22 (3d10 + 6) Speed 60 ft. Initiative +1 (11)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +1 +1 +2 +2 MOD SAVE MOD SAVE MOD SAVE -4 -4 -1 -1 -3 -3 Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/2 (XP 100; PB +2)
Actions
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the Prone condition.
Minotaur Skeleton
Large Undead, Lawful Evil
AC 12 HP 45 (6d10 + 12) Speed 40 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +0 +0 +2 +2 MOD SAVE MOD SAVE MOD SAVE -2 -2 -1 -1 -3 -3 Vulnerabilities Bludgeoning Immunities Poison; Exhaustion, Poisoned Senses Darkvision 60 ft.; Passive Perception 9 Languages Understands Abyssal but can't speak CR 2 (XP 450; PB +2)
Actions
Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 4) Bludgeoning damage.
Solar
Solar
Large Celestial (Angel), Lawful Good
AC 21 HP 297 (22d10 + 176) Speed 50 ft., Fly 150 ft. (hover) Initiative +20 (30)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +8 +8 +6 +6 +8 +8 MOD SAVE MOD SAVE MOD SAVE +7 +7 +7 +7 +10 +10 Skills Perception +14 Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned Senses Truesight 120 ft.; Passive Perception 24 Languages All; telepathy 120 ft. CR 21 (XP 33,000; PB +7)
Traits
Divine Awareness. The solar knows if it hears a lie.
Exalted Restoration. If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its Hit Points somewhere in Mount Celestia.
Legendary Resistance (4/Day). If the solar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The solar has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow.
Flying Sword. Melee or Ranged Attack Roll: +15, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8) Slashing damage plus 36 (8d8) Radiant damage. Hit or Miss: The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack.
Slaying Bow. Dexterity Saving Throw: DC 21, one creature the solar can see within 600 feet. Failure: If the creature has 100 Hit Points or fewer, it dies. It otherwise takes 24 (4d8 + 6) Piercing damage plus 36 (8d8) Radiant damage.
Spellcasting. The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
- At Will: Detect Evil and Good
- 1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection
Bonus Actions
Divine Aid (3/Day). The solar casts Cure Wounds (level 2 version), Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
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Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, the solar can expend a use to take one of the following actions. The solar regains all expended uses at the start of each of its turns.
Blinding Gaze. Constitution Saving Throw: DC 25, one creature the solar can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: The solar can't take this action again until the start of its next turn.
Radiant Teleport. The solar teleports up to 60 feet to an unoccupied space it can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from the solar at its destination space. Failure: 11 (2d10) Radiant damage. Success: Half damage.
Specter
Specter
Medium Undead, Chaotic Evil
AC 12 HP 22 (5d8) Speed 30 ft., Fly 50 ft. (hover) Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -5 -5 +2 +2 +0 +0 MOD SAVE MOD SAVE MOD SAVE +0 +0 +0 +0 +0 +0 Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 ft.; Passive Perception 10 Languages Understands Common plus one other language but can't speak CR 1 (XP 200; PB +2)
Traits
Incorporeal Movement. The specter can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has Disadvantage on ability checks and attack rolls.
Actions
Life Drain. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
Sphinxes
Sphinx of Wonder
Tiny Celestial, Lawful Good
AC 13 HP 24 (7d4 + 7) Speed 20 ft., Fly 40 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -2 -2 +3 +3 +1 +1 MOD SAVE MOD SAVE MOD SAVE +2 +2 +1 +1 +0 +0 Skills Arcana +4, Religion +4, Stealth +5 Resistances Necrotic, Psychic, Radiant Senses Darkvision 60 ft.; Passive Perception 11 Languages Celestial, Common CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Actions
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Sphinx of Lore
Large Celestial, Lawful Neutral
AC 17 HP 170 (20d10 + 60) Speed 40 ft., Fly 60 ft. Initiative +10 (20)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +2 +2 +3 +3 MOD SAVE MOD SAVE MOD SAVE +4 +4 +4 +4 +4 +4 Skills Arcana +12, History +12, Perception +8, Religion +12 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 18 Languages Celestial, Common CR 11 (XP 7,200, or 8,400 in lair; PB +4)
Traits
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
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Actions
Multiattack. The sphinx makes three Claw attacks.
Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 14 (3d6 + 4) Slashing damage.
Mind-Rending Roar (Recharge 5–6). Wisdom Saving Throw: DC 16, each enemy in a 300-foot Emanation originating from the sphinx. Failure: 35 (10d6) Psychic damage, and the target has the Incapacitated condition until the start of the sphinx's next turn.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 16):
- At Will: Detect Magic, Identify, Mage Hand, Minor Illusion, Prestidigitation
- 1/Day Each: Dispel Magic, Legend Lore, Locate Object, Plane Shift, Remove Curse, Tongues
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.
Sphinx of Valor
Large Celestial, Lawful Neutral
AC 17 HP 199 (19d10 + 95) Speed 40 ft., Fly 60 ft. Initiative +12 (22)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +6 +6 +0 +6 +5 +11 MOD SAVE MOD SAVE MOD SAVE +3 +9 +6 +12 +4 +4 Skills Arcana +9, Perception +12, Religion +15 Resistances Necrotic, Radiant Immunities Psychic; Charmed, Frightened Senses Truesight 120 ft.; Passive Perception 22 Languages Celestial, Common CR 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3/Day). The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a Long Rest):
- First Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Frightened condition for 1 minute.
- Second Roar. Wisdom Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and 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.
- Third Roar. Constitution Saving Throw: DC 20, each enemy in a 500-foot Emanation originating from the sphinx. Failure: 44 (8d10) Thunder damage, and the target has the Prone condition. Success: Half damage only.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
- At Will: Detect Evil and Good, Thaumaturgy
- 1/Day Each: Detect Magic, Dispel Magic, Greater Restoration, Heroes' Feast, Zone of Truth
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the sphinx can expend a use to take one of the following actions. The sphinx regains all expended uses at the start of each of its turns.
Arcane Prowl. The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack.
Weight of Years. Constitution Saving Throw: DC 16, one creature the sphinx can see within 120 feet. Failure: The target gains 1 Exhaustion level. While the target has any Exhaustion levels, it appears 3d10 years older. Failure or Success: The sphinx can't take this action again until the start of its next turn.
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Spirit Naga
Spirit Naga
Large Fiend, Chaotic Evil
AC 17 HP 135 (18d10 + 36) Speed 40 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +4 +4 +3 +6 +2 +5 MOD SAVE MOD SAVE MOD SAVE +3 +3 +2 +5 +3 +6 Immunities Poison; Charmed, Poisoned Senses Darkvision 60 ft.; Passive Perception 12 Languages Abyssal, Common CR 8 (XP 3,900; PB +3)
Traits
Fiendish Restoration. If it dies, the naga returns to life in 1d6 days and regains all its Hit Points. Only a Wish spell can prevent this trait from functioning.
Actions
Multiattack. The naga makes three attacks, using Bite or Necrotic Ray in any combination.
Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 7 (1d6 + 4) Piercing damage plus 14 (4d6) Poison damage.
Necrotic Ray. Ranged Attack Roll: +6, range 60 ft. Hit: 21 (6d6) Necrotic damage.
Spellcasting. The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 14):
- At Will: Detect Magic, Mage Hand, Minor Illusion, Water Breathing
- 2/Day Each: Detect Thoughts, Dimension Door, Hold Person (level 3 version), Lightning Bolt (level 4 version)
Sprite
Sprite
Tiny Fey, Neutral Good
AC 15 HP 10 (4d4) Speed 10 ft., Fly 40 ft. Initiative +4 (14)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -4 -4 +4 +4 +0 +0 MOD SAVE MOD SAVE MOD SAVE +2 +2 +1 +1 +0 +0 Skills Perception +3, Stealth +8 Senses Passive Perception 13 Languages Common, Elvish, Sylvan CR 1/4 (XP 50; PB +2)
Actions
Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage.
Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite's next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target's emotions and alignment.
Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.
Spy
Spy
Medium or Small Humanoid, Neutral
AC 12 HP 27 (6d8) Speed 30 ft., Climb 30 ft. Initiative +4 (14)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +0 +0 +2 +2 +0 +0 MOD SAVE MOD SAVE MOD SAVE +1 +1 +2 +2 +3 +3 Skills Deception +5, Insight +4, Investigation +5, Perception +6, Sleight of Hand +4, Stealth +6 Gear Hand Crossbow, Shortsword, Thieves' Tools Senses Passive Perception 16 Languages Common plus one other language CR 1 (XP 200; PB +2)
Actions
Shortsword. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.
Hand Crossbow. Ranged Attack Roll: +4, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 7 (2d6) Poison damage.
Bonus Actions
Cunning Action. The spy takes the Dash, Disengage, or Hide action.
Stirge
Stirge
Tiny Monstrosity, Unaligned
AC 13 HP 5 (2d4) Speed 10 ft., Fly 40 ft. Initiative +3 (13)
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STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -3 -3 +3 +3 +0 +0 MOD SAVE MOD SAVE MOD SAVE -4 -4 -1 -1 -2 -2 Senses Darkvision 60 ft.; Passive Perception 9 Languages None CR 1/8 (XP 25; PB +2)
Actions
Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 (2d4) Necrotic damage at the start of each of the stirge's turns. The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action.
Stone Giant
Stone Giant
Huge Giant, Neutral
AC 17 HP 126 (11d12 + 55) Speed 40 ft. Initiative +5 (15)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +6 +6 +2 +5 +5 +8 MOD SAVE MOD SAVE MOD SAVE +0 +0 +1 +4 -1 -1 Skills Athletics +12, Perception +4, Stealth +5 Senses Darkvision 60 ft.; Passive Perception 14 Languages Giant CR 7 (XP 2,900; PB +3)
Actions
Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.
Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Reactions
Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack's force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
Stone Golem
Stone Golem
Large Construct, Unaligned
AC 18 HP 220 (21d10 + 105) Speed 30 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +6 +6 -1 -1 +5 +5 MOD SAVE MOD SAVE MOD SAVE -4 -4 +0 +0 -5 -5 Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Darkvision 120 ft.; Passive Perception 10 Languages Understands Common plus two other languages but can't speak CR 10 (XP 5,900; PB +4)
Traits
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 attacks, using Slam or Force Bolt in any combination.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.
Force Bolt. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Force damage.
Bonus Actions
Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).
Storm Giant
Storm Giant
Huge Giant, Chaotic Good
AC 16 HP 230 (20d12 + 100) Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft. Initiative +7 (17)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +9 +14 +2 +2 +5 +10 MOD SAVE MOD SAVE MOD SAVE +3 +3 +5 +10 +4 +9 Skills Arcana +8, Athletics +14, History +8, Perception +10 Resistances Cold Immunities Lightning, Thunder Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20 Languages Common, Giant CR 13 (XP 10,000; PB +5)
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Traits
Amphibious. The giant can breathe air and water.
Actions
Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.
Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn.
Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
- At Will: Detect Magic, Light
- 1/Day: Control Weather
Succubus
Succubus
Medium Fiend, Neutral Evil
AC 15 HP 71 (13d8 + 13) Speed 30 ft., Fly 60 ft. Initiative +3 (13)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE -1 -1 +3 +3 +1 +1 MOD SAVE MOD SAVE MOD SAVE +2 +2 +1 +1 +5 +5 Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Resistances Cold, Fire, Poison, Psychic Senses Darkvision 60 ft.; Passive Perception 15 Languages Abyssal, Common, Infernal; telepathy 60 ft. CR 4 (XP 1,100; PB +2)
Traits
Incubus Form. When the succubus finishes a Long Rest, it can shape-shift into an Incubus, using that stat block instead of this one.
Actions
Multiattack. The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss.
Fiendish Touch. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Psychic damage.
Charm. The succubus casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).
Draining Kiss. Constitution Saving Throw: DC 15, one creature Charmed by the succubus within 5 feet. Failure: 13 (3d8) Psychic damage. Success: Half damage. Failure or Success: The target's Hit Point maximum decreases by an amount equal to the damage taken.
Bonus Actions
Shape-Shift. The succubus shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics are the same in each form, except its Fly Speed is available only in its true form. Any equipment it is wearing or carrying isn't transformed.
Tarrasque
Tarrasque
Gargantuan Monstrosity (Titan), Unaligned
AC 25 HP 697 (34d20 + 340) Speed 60 ft., Burrow 40 ft., Climb 60 ft. Initiative +18 (28)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +10 +10 +0 +9 +10 +10 MOD SAVE MOD SAVE MOD SAVE -4 +5 +0 +9 +0 +9 Skills Perception +9 Resistances Bludgeoning, Piercing, Slashing Immunities Fire, Poison; Charmed, Deafened, Frightened, Paralyzed, Poisoned Senses Blindsight 120 ft.; Passive Perception 19 Languages None CR 30 (XP 155,000; PB +9)
Traits
Legendary Resistance (6/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has Advantage on saving throws against spells and other magical effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.
Actions
Multiattack. The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination.
Bite. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Piercing damage, and the target has the Grappled
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condition (escape DC 20). Until the grapple ends, the target has the Restrained condition and can't teleport.
Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 28 (4d8 + 10) Slashing damage.
Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Thunderous Bellow (Recharge 5–6). Constitution Saving Throw: DC 27, each creature and each object that isn't being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only.
Bonus Actions
Swallow. Strength Saving Throw: DC 27, one Large or smaller creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions and can't teleport, it has Total Cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) Acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the Prone condition. If the tarrasque dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, the tarrasque can expend a use to take one of the following actions. The tarrasque regains all expended uses at the start of each of its turns.
Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
World-Shaking Movement. The tarrasque moves up to its Speed. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone condition. The tarrasque can't take this action again until the start of its next turn.
Toughs
Tough
Medium or Small Humanoid, Neutral
AC 12 HP 32 (5d8 + 10) Speed 30 ft. Initiative +1 (11)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +2 +2 +1 +1 +2 +2 MOD SAVE MOD SAVE MOD SAVE +0 +0 +0 +0 +0 +0 Gear Heavy Crossbow, Leather Armor, Mace Senses Passive Perception 10 Languages Common CR 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.
Tough Boss
Medium or Small Humanoid, Neutral
AC 16 HP 82 (11d8 + 33) Speed 30 ft. Initiative +2 (12)
STR DEX CON INT WIS CHA MOD SAVE MOD SAVE MOD SAVE +3 +5 +2 +2 +3 +5 MOD SAVE MOD SAVE MOD SAVE +0 +0 +0 +0 +0 +2 Gear Chain Mail, Heavy Crossbow, Warhammer Senses Passive Perception 10 Languages Common plus one other language CR 4 (XP 1,100; PB +2)
Traits
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Multiattack. The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination.
Warhammer. Melee Attack Roll: +5, reach 5 ft. Hit: 12 (2d8 + 3) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself.
Heavy Crossbow. Ranged Attack Roll: +4, range 100/400 ft. Hit: 13 (2d10 + 2) Piercing damage.
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