Aboleth Large aberration lawful evil 17 (natural armor) 135 (18d10 + 36) 10 ft., swim 40 ft. 21915181518 Con +6, Int +8, Wis +6 History +12, Perception +10 darkvision 120 ft. 20 Deep Speech, telepathy 120 ft. 10 5,900 MM 13 Amphibious The aboleth can breathe air and water Mucous Cloud While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Multiattack The aboleth makes three tentacle attacks. Tentacle Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tentacle|9|2d6+5 Tail Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage. Tail|9|3d6+5 Enslave (3/day) The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Detect The aboleth makes a Wisdom (Perception) check. Tail Swipe The aboleth makes one tail attack. Psychic Drain (Costs 2 Actions) One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. Aarakocra Medium humanoid (aarakocra) neutral good 12 13 (3d8) 20 ft., fly 50 ft. 101410111211 Perception +5 15 Auran 1/4 50 MM 12 Dive Attack If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Dive Attack||1d6 Talon Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Talon|4|1d4+2 Javelin Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ra nge 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Javelin|4|1d6+2 Summon Air Elemental Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecu tive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is fri en dly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners di e, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. Abominable Yeti Huge monstrosity chaotic evil 15 (natural armor) 137 (11d12 + 66) 40 ft., climb 40 ft. 2410229139 Perception +5, Stealth +4 cold darkvision 60 ft. 15 Yeti 9 5,000 MM 306 Fear of Fire If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Multiattack The yeti can use its Chilling Gaze and makes two claw attacks. Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. Claw|11|2d6+7+2d6 Chilling Gaze The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to co ld damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. Cold Breath (Recharge 6) The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Cold Breath||10d8 Acolyte Medium humanoid (any race) any alignment 10 9 (2d8) 30 ft. 101010101411 Medicine +4, Religion +2 10 any one language (usually Common) 1/4 50 MM 342 Spellcasting The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (3 slots): bless, cure wounds, sanctuary Club Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. |2|1d4 light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary Adult Black Dragon Huge dragon chaotic evil 19 (natural armor) 195 (17d12 + 85) 40 ft., fly 80 ft., swim 40 ft. 231421141317 Dex +7, Con +10, Wis +6, Cha +8 Perception +11, Stealth +7 acid blindsight 60 ft., darkvision 120 ft. 21 Common, Draconic 14 11,500 MM 88 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Bite|11|2d10+6+1d8 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Claw|11|2d6+6 Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Tail|11|2d8+6 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6) The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Acid Breath||12d8 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Blue Dracolich Huge undead lawful evil 19 (natural armor) 225 (18d12 + 108) 40 ft., burrow 30 ft., fly 80 ft. 251023161519 Dex +5, Con +11, Wis +7, Cha +9 Perception +12, Stealth +5 necrotic lightning, poison charmed, exhaustion, frightened, paralyzed, poisoned blindsight 60 ft., darkvision 120 ft. 22 Common, Draconic 17 18,000 MM 84 Legendary Resistance (3/Day) If the dracolich fails a saving throw, it can choose to succeed instead. Magic Resistance The dracolich has advantage on saving throws against spells and other magical effects. Multiattack The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Bite|12|2d10+7+1d10 Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Claw|12|2d6+7 Tail Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Tail|12|2d8+7 Frightful Presence Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Lightning Breath||12d10 Detect The dracolich makes a Wisdom (Perception) check. Tail Attack The dracolich makes a tail attack. Wing Attack (Costs 2 Actions) The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed. Adult Blue Dragon Huge dragon lawful evil 19 225 (18d12 + 108) 40 ft., burrow 30 ft., fly 80 ft. 251023161519 Dex +5, Con +11, Wis +7, Cha +9 Perception +12, Stealth +5 lightning blindsight 60 ft., darkvision 120 ft. 22 Common, Draconic 16 15,000 MM 91 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Bite|12|2d10+7+1d10 Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Claw|12|2d6+7 Tail Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Tail|12|2d8+7 Frightful Presence Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Lightning Breath||12d10 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Brass Dragon Huge dragon chaotic good 18 (natural armor) 172 (15d12 + 75) 40 ft., burrow 40 ft., fly 80 ft. 231021141317 Dex +5, Con +10, Wis +6, Cha +8 History +7, Perception +11, Persuasion +8, Stealth +5 fire blindsight 60 ft., darkvision 120 ft. 21 Common, Draconic 13 10,000 MM 105 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Bite|11|2d10+6 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Claw|11|2d6+6 Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Tail|11|2d8+6 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Fire Breath||13d6 Adult Bronze Dragon Huge dragon lawful good 19 (natural armor) 212 (17d12 + 102) 40 ft., fly 80 ft., swim 40 ft. 251023161519 Dex +5, Con +11, Wis +7, Cha +9 Insight +7, Perception +12, Stealth +5 lightning blindsight 60 ft., darkvision 120 ft. 22 Common, Draconic 15 13,000 MM 108 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Bite|12|2d10+7 Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Claw|12|2d6+7 Tail Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Tail|12|2d8+7 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. Lightning Breath||12d10 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Copper Dragon Huge dragon chaotic good 18 (natural armor) 184 (16d12 + 80) 40 ft., climb 40 ft., fly 80 ft. 231221181517 Dex +6, Con +10, Wis +7, Cha +8 Deception +8, Perception +12, Stealth +6 acid blindsight 60 ft., darkvision 120 ft. 22 Common, Draconic 14 11,500 MM 114 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Bite|11|2d10+6 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Claw|11|2d6+6 Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Tail|11|2d8+6 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Acid Breath||12d8 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Gold Dragon Huge dragon lawful good 19 (natural armor) 256 (19d12 + 133) 40 ft., fly 80 ft., swim 40 ft. 271425161524 Dex +8, Con +13, Wis +8, Cha +13 Insight +8, Perception +14, Persuasion +13, Stealth +8 fire blindsight 60 ft., darkvision 120 ft. 24 Common, Draconic 17 18,000 MM 114 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Bite|14|2d10+8 Claw Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Claw|14|2d6+8 Tail Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|14|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fire Breath||12d10 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Green Dragon Huge dragon lawful evil 19 (natural armor) 207 (18d12 + 90) 40 ft., fly 80 ft., swim 40 ft. 231221181517 Dex +6, Con +10, Wis +7, Cha +8 Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 poison poisoned blindsight 60 ft., darkvision 120 ft. 22 Common, Draconic 15 13,000 MM 94 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. Bite|11|2d10+6+2d6 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Claw|11|2d6+6 Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Tail|11|2d8+6 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . Poison Breath (Recharge 5-6) The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. Poison Breath||16d6 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Red Dragon Huge dragon chaotic evil 19 (natural armor) 256 (19d12 + 133) 40 ft., climb 40 ft., fly 80 ft. 271025161321 Dex +6, Con +13, Wis +7, Cha +11 Perception +l3, Stealth +6 fire blindsight 60 ft., darkvision 120 ft. 23 Common, Draconic 17 18,000 MM 98 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Bite|14|2d10+8+2d6 Claw Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Claw|14|2d6+8 Tail Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|14|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6) The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Fire Breath||18d6 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult Silver Dragon Huge dragon lawful good 19 (natural armor) 243 (18d12 + 126) 40 ft., fly 80 ft. 271025161321 Dex +S, Con +12, Wis +6, Cha +10 Arcana +8, History +8, Perception +11, Stealth +5 cold blindsight 60 ft., darkvision 120 ft. 21 Common, Draconic 16 15,000 MM 117 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Bite|13|2d10+8 Claw Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Claw|13|2d6+8 Tail Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|13|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cold Breath||13d8 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Adult White Dragon Huge dragon chaotic evil 18 (natural armor) 200 (16d12 + 96) 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. 22102281212 Dex +5, Con +11, Wis +6, Cha +6 Perception +11, Stealth +5 cold blindsight 60 ft., darkvision 120 ft. 21 Common, Draconic 13 10,000 MM 101 Ice Walk The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. Bite|11|2d10+6+1d8 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Claw|11|2d6+6 Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Tail|11|2d8+6 Frightful Presence Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6) The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Cold Breath||12d8 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Air Elemental Large elemental neutral 15 90 (12d10 + 24) fly 90 ft. (hover) 1420146106 lightning; thunder; bludgeoning, piercing, and slashing from nonmagical weapons poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft. 10 Auran 5 1,800 MM 124 Air Form The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Multiattack The elemental makes two slam attacks. Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Slam|8|2d8+5 Whirlwind (Recharge 4-6) Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. Allosaurus Large beast unaligned 15 (natural armor) 60 (6d10 + 18) 60 ft. 1913172125 Perception +5 15 2 450 MM 79 Pounce If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action. Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Bite|6|2d10+4 Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Claw|6|1d8+4 Ancient Black Dragon Gargantuan dragon chaotic evil 22 (natural armor) 367 (21d20 + 147) 40 ft., fly 80 ft., swim 40 ft. 271425161519 Dex +9, Con +14, Wis +9, Cha +11 Perception +16, Stealth +9 acid blindsight 60 ft., darkvision 120 ft. 26 Common, Draconic 21 33,000 MM 87 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack:+ 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Bite|15|2d10+8+2d8 Claw Melee Weapon Attack: +15 to hit, reach 10 ft., on'e target. Hit: 15 (2d6 + 8) slashing damage. Claw|15|2d6+8 Tail Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|15|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6) The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Blue Dragon Gargantuan dragon lawful evil 22 (natural armor) 481 (26d20 + 208) 40 ft., burrow 40 ft., fly 80 ft. 291027181721 Dex +7, Con +15, Wis +10, Cha +12 Perception +17, Stealth +7 lightning blindsight 60 ft., darkvision 120 ft. 27 Common, Draconic 23 50,000 MM 90 Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. Bite|16|2d10+9+2d10 Claw Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Claw|16|2d6+9 Tail Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Tail|16|2d8+9 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Lightning Breath||16d10 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Brass Dragon Gargantuan dragon chaotic good 20 (natural armor) 297 (17d20 + 119) 40 ft., burrow 40 ft., fly 80 ft. 271025161519 Dex +6, Con +13, Wis +8, Cha +10 History +9, Perception +14, Persuasion +10, Stealth +6 fire blindsight 60 ft., darkvision 120 ft. 24 Common, Draconic 20 25,000 MM 104 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Bite|14|2d10+8 Claw Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Claw|14|2d6+8 Tail Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|14|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons: Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Fire Breath||16d6 Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Bronze Dragon Gargantuan dragon lawful good 22 (natural armor) 444 (24d20 + 192) 40 ft., fly 80 ft., swim 40 ft. 291027181721 Dex +7, Con +15, Wis +10, Cha +12 Insight +10, Perception +17, Stealth +7 lightning blindsight 60 ft., darkvision 120 ft. 27 Common, Draconic 22 41,000 MM 107 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Bite|16|2d10+9 Claw Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Claw|16|1d6+9 Tail Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Tail|2d8+9 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. Lightning Breath||16d10 Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Copper Dragon Gargantuan dragon chaotic good 21 (natural armor) 350 (20d20 + 140) 40 ft., climb 40 ft., fly 80 ft. 271225201719 Dex +8, Con +14, Wis +10, Cha +11 Deception +11, Perception +17, Stealth +8 acid blindsight 60 ft., darkvision 120 ft. 27 Common, Draconic 21 33,000 MM 111 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Bite|15|2d10+8 Claw Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Claw|15|2d6+8 Tail Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|15|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Acid Breath||14d8 Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Gold Dragon Gargantuan dragon lawful good 22 (natural armor) 546 (28d20 + 252) 40 ft., fly 80 ft., swim 40 ft. 301429181728 Dex +9, Con +16, Wis +10, Cha +16 Insight +10, Perception +17, Persuasion +16, Stealth +9 fire blindsight 60 ft., darkvision 120 ft. 27 Common, Draconic 24 62,000 MM 114 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Bite|17|2d10+10 Claw Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Claw|17|2d6+10 Tail Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Tail|17|2d8+10 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fire Breath||13d10 Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Green Dragon Gargantuan dragon lawful evil 21 (natural armor) 385 (22d20 + 154) 40 ft., fly 80 ft., swim 40 ft. 271225201719 Dex +8, Con +14, Wis +10, Cha +11 Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 poison poisoned blindsight 60 ft., darkvision 120 ft. 27 Common, Draconic 22 41,000 MM 94 Amphibious The dragon can breathe air and water. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. Bite|15|2d10+9+3d6 Claw Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. Claw|15|4d6+8 Tail Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|16|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5-6) The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Poison Breath||22d6 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Red Dragon Gargantuan dragon chaotic evil 22 (natural armor) 546 (28d20 + 252) 40 ft., climb 40 ft., fly 80 ft. 301029181523 Dex +7, Con +16, Wis +9, Cha +13 Perception +16, Stealth +7 fire blindsight 60 ft., darkvision 120 ft. 26 Common, Draconic 24 62,000 MM 98 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. Bite|17|2d10+10+4d6 Claw Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Claw|17|2d6+10 Tail Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Tail|17|2d8+10 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6) The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Fire Breath||26d6 Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient Silver Dragon Gargantuan dragon lawful good 22 (natural armor) 487 (25d20 + 225) 40 ft., fly 80 ft. 301029181523 Dex +7, Con +16, Wis +9, Cha +13 Arcana +11, History +11, Perception +16, Stealth +7 cold blindsight 60 ft., darkvision 120 ft. 26 Common, Draconic 23 50,000 MM 116 Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Bite|17|2d10+10 Claw Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Claw|17|2d6+10 Tail Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Tail|17|2d8+10 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cold Breath||15d8 Change Shape The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Detect The dragon makes a Wisdom (Perception) check. Tail Attack The dragon makes a tail attack. Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Ancient White Dragon Gargantuan dragon chaotic evil 20 (natural armor) 333 (18d20 + 144) 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. 261026101314 Dex +6, Con +14, Wis +7, Cha +8 Perception +13, Stealth +6 cold blindsight 60 ft., darkvision 120 ft. 23 Common, Draconic 20 25,000 MM 100 Ice Walk The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. Bite|14|2d10+8+2d8 Claw Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Claw|14|2d6+8 Tail Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Tail|14|2d8+8 Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . Cold Breath (Recharge 5-6) The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one. Cold Breath||16d8 Androsphinx Large monstrosity lawful neutral 17 (natural armor) 199 (19d10 + 95) 40 ft., fly 60 ft. 221020161823 Dex +6, Con +11, Int +9, Wis +10 Arcana +9, Perception +10, Religion +15 psychic; bludgeoning, piercing, and slashing from nonmagical weapons charmed, frightened truesight 120 ft. 20 Common, Sphinx 17 18,000 MM 281 Inscrutable The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons The sphinx's weapon attacks are magical. Spellcasting The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: • Cantrips (at will): sacred flame, spare the dying, thaumaturgy • 1st level (4 slots): command, detect evil and good, detect magic • 2nd level (3 slots): lesser restoration, zone of truth • 3rd level (3 slots): dispel magic, tongues • 4th level (3 slots): banishment, freedom of movement • 5th level (2 slots): flame strike, greater restoration • 6th level (1 slot): heroes' feast Multiattack The sphinx makes two claw attacks. Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Claw|12|2d10+6 Roar (3/Day) The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn 't knocked prone. Claw Attack The sphinx makes one claw attack. Teleport (Costs 2 Actions) The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions) The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast Animated Armor Medium construct unaligned 18 (natural armor) 33 (6d8 + 6) 25 ft. 141113131 poison, psychic blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned blindsight 60 ft. (blind beyond this radius) 6 1 200 MM 19 Antimagic Susceptibility The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance While the armor remains motionless, it is indistinguishable from a normal suit of armor. Multiattack The armor makes two melee attacks. Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. |4|1d6+2 Ankheg Large monstrosity unaligned 14 (natural armor, 11 while prone) 39 (6d10 + 6) 30 ft., burrow 10 ft. 1711131136 darkvision 60 ft., tremorsense 60 ft. 11 2 450 MM 21 Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. Bite|5|2d6+3+1d6 Acid Spray (Recharge 6) The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. Acid Spray||3d6 Ankylosaurus Huge beast unaligned 15 (natural armor) 68 (8d12 + 16) 30 ft. 1911152125 11 3 700 MM 79 Tail Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Ape Medium beast unaligned 12 19 (3d8 + 6) 30 ft., climb 30 ft. 1614146127 Athletics +5, Perception +3 13 1/2 100 MM 317 Multiattack The ape makes two fist attacks. Fist Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Fist|5|1d6+3 Rock Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Rock|5|1d6+3 Arcanaloth Medium fiend (yugoloth) neutral evil 17 (natural armor) 104 (16d8 + 32) 30 ft., fly 30 ft. 171214201617 Dex +5, Int +9, Wis +7, Cha +7 Arcana +13, Deception +9, Insight +9, Perception +7 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons acid, poison charmed, poisoned truesight 120 ft. 17 all, telepathy 120 ft. 12 8,400 MM 313 Innate Spellcasting The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: At will: alter self, darkness, heat metal, invisibility (self only), magic missile Magic Resistance The arcanaloth has advantage on saving throws against spells and other magical effects. Magic Weapons The arcanaloth's weapon attacks are magical. Spellcasting The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion • 3rd level (3 slots): counterspell, fear, fireball • 4th level (3 slots): banishment, dimension door • 5th level (2 slots): contact other plane, hold monster • 6th level (1 slot): chain lightning • 7th level (1 slot): finger of death • 8th level (1 slot): mind blank Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Claws|7|2d4+3 Teleport The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Variant: Summon Yugoloth (1/Day) The yugoloth attempts a magical summoning. An arcanaloth has a 40 percent chance of summoning one arcanaloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank Archmage Medium humanoid (any race) any alignment 12 (15 with mage armor) 99 (18d8 + 18) 30 ft. 101412201516 Int +9, Wis +6 Arcana +13, History +13 damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin) 12 any six languages 12 8,400 MM 342 Magic Resistance The archmage has advantage on saving throws against spells and other magical effects. Spellcasting The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp • 1st level (4 slots): detect magic, identify, mage armor*, magic missile • 2nd level (3 slots): detect thoughts, mirror image, misty step • 3rd level (3 slots): counterspell,fly, lightning bolt • 4th level (3 slots): banishment, fire shield, stoneskin* • 5th level (3 slots): cone of cold, scrying, wall of force • 6th level (1 slot): globe of invulnerability • 7th level (1 slot): teleport • 8th level (1 slot): mind blank* • 9th level (1 slot): time stop * The archmage casts these spells on itself before combat. Dagger Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger|6|1d4+2 fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell,fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop Assassin Medium humanoid (any race) any non-good alignment 15 (studded leather) 78 (12d8 + 24) 30 ft. 111614131110 Dex +7, Int +5 Acrobatics +7, Deception +4, Perception +4, Stealth +11 poison 14 Thieves' cant plus any two languages 8 3,900 MM 343 Assassinate During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn) The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. Sneak Attack||4d6 Multiattack The assassin makes two shortsword attacks. Shortsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. |7|1d6+3 Light Crossbow Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. |7|1d8+3 Awakened Shrub Small plant unaligned 9 10 (3d6) 20 ft. 381110106 piercing fire 10 one language known by its creator 0 10 MM 317 False Appearance While the shrub remains motionless, it is indistinguishable from a normal shrub. Rake Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage. |1|1d4-1 Awakened Tree Huge plant unaligned 13 (natural armor) 59 (7d12 + 14) 20 ft. 1961510107 bludgeoning, piercing fire 10 one language known by its creator 2 450 MM 317 False Appearance While the tree remains motionless, it is indistinguishable from a normal tree. Slam Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. |6|3d6+4 Axe Beak Large beast unaligned 11 19 (3d10 + 3) 50 ft. 1412122105 10 1/4 50 MM 317 Beak Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Beak|4|1d8+2 Azer Medium elemental lawful neutral 17 (natural armor, shield) 39 (6d8 + 12) 30 ft. 171215121310 Con +4 fire, poison poisoned 11 Ignan 2450 MM 22 Heated Body A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. Heated Body||1d10 Heated Weapons When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Illumination The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. Warhammer Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Warhammer|5|1d8+3+1d6 Baboon Small beast unaligned 12 3 (1d6) 30 ft., climb 30 ft. 814114126 11 0 10 MM Pack Tactics The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated. Bite Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. Bite|1|1d4-1 Badger Tiny beast unaligned 10 3 (1d4 + 1) 20 ft., burrow 5 ft. 411122125 darkvision 30 ft. 11 0 10 MM Keen Smell The badger has advantage on Wisdom (Perception) checks that rely on smell. Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Bite|2|1 Balor Huge fiend (demon) chaotic evil 19 (natural armor) 262 (21d12 + 126) 40 ft., fly 80 ft. 261522201622 Str +14, Con +12, Wis +9, Cha +12 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons fire, poison poisoned truesight 120 ft. 13 Abyssal, telepathy 120 ft. 19 22,000 MM Death Throes When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. Death Throes||20d6 Fire Aura At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Fire Aura||3d6 Magic Resistance The balor has advantage on saving throws against spells and other magical effects. Magic Weapons The balor's weapon attacks are magical. Multiattack The balor makes two attacks: one with its longsword and one with its whip. Longsword Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. Longsword|14|3d8+8+3d8 Whip Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. Whip|14|2d6+8+3d6 Teleport The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Variant: Summon Demon (1/Day) The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Bandit Medium humanoid (any race) any non-lawful alignment 12 (leather armor) 11 (2d8 + 2) 30 ft. 111212101010 10 any one language (usually Common) 1/8\n 25 MM Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. |3|1d6+1 Light Crossbow Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. |3|1d8+1 Bandit Captain Medium humanoid (any race) any non-lawful alignment 15 (studded leather) 65 (10d8 + 20) 30 ft. 151614141114 Str +4, Dex +5, Wis +2 Athletics +4, Deception +4 10 any two languages 2\n 450 MM Multiattack The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Scimitar|5|1d6+3 Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger|5|1d4+3 Parry The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. Banshee Medium undead chaotic evil 12 58 (13d8) 0 ft., fly 40 ft. (hover) 11410121117 Wis +2, Cha +4 acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons cold, necrotic, poison charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained darkvision 60 ft. 10 Common, Elvish 4\n 1,100 MM Detect Life The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations. Incorporeal Movement The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Corrupting Touch Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. |4|3d6+2 Horrifying Visage Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. Wail (1/Day) The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Barbed Devil Medium fiend (devil) lawful evil 15 (natural armor) 110 (13d8 + 52) 30 ft. 161718121414 Str +6, Con +7, Wis +5, Cha +5 Deception +5, Insight +5, Perception +8 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned darkvision 120 ft. 18 Infernal, telepathy 120 ft. 5\n 1,800 MM Barbed Hide At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. Barbed Hide||1d10 Devil's Sight Magical darkness doesn't impede the devil's darkvision. Magic Resistance The devil has advantage on saving throws against spells and other magical effects. Multiattack The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. Claw Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. Claw|6|1d6+3 Tail Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Tail|6|2d6+3 Hurl Flame Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Flame|5|3d6 Barlgura Large fiend (demon) chaotic evil 15 (natural armor) 68 (8d10 + 24) 30 ft., climb 30 ft. 1815167149 Dex +5, Con +6 Perception +5, Stealth +5 cold, fire, lightning poison poisoned blindsight 30 ft., darkvision 120 ft. 15 Abyssal, telepathy 120 ft. 5\n 1,800 MM Innate Spellcasting The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: 1/day each: entangle, phantasmal force 2/day each: disguise self, invisibility (self only) Reckless At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Running Leap The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. Multiattack The barlgura makes three attacks: one with its bite and two with its fists. Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Bite|7|2d6+4 Fist Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Fist|7|1d10+4 Variant: Summon Demon (1/Day) The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. entangle, phantasmal force, disguise self, invisibility Basilisk Medium monstrosity unaligned 12 (natural armor) 52 (8d8 + 16) 20 ft. 16815287 darkvision 60 ft. 9 3\n 700 MM Petrifying Gaze If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. |5|2d6+3+2d6 Bat Tiny beast unaligned 12 1 (1d4-1) 5 ft., fly 30 ft. 21582124 blindsight 60 ft. 11 0 10 MM Echolocation The bat can't use its blindsight while deafened. Keen Hearing The bat has advantage on Wisdom (Perception) checks that rely on hearing. Bite Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. Bite||1 Bearded Devil Medium fiend (devil) lawful evil 13 (natural armor) 52 (8d8 + 16) 30 ft. 16151591111 Str +5, Con +4, Wis +2 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned darkvision 120 ft. 10 Infernal, telepathy 120 ft. 3\n 700 MM Devil's Sight Magical darkness doesn't impede the devil's darkvision. Magic Resistance The devil has advantage on saving throws against spells and other magical effects. Steadfast The devil can't be frightened while it can see an allied creature within 30 feet of it. Multiattack The devil makes two attacks: one with its beard and one with its glaive. Beard Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Beard|5|1d8+2 Glaive Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Glaive|5|1d10+3 Behir Huge monstrosity neutral evil 17 (natural armor) 168 (16d12 + 64) 50 ft., climb 40 ft. 23161871412 Perception +6, Stealth +7 lightning darkvision 90 ft. 16 Draconic 11 7,200 MM Multiattack The behir makes two attacks: one with its bite and one to constrict. Bite Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Bite|10|3d10+6 Constrict Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Constrict|10|2d10+6+2d10+6 Lightning Breath (Recharge 5-6) The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Lightning Breath||12d10 Swallow The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone. Acid Damage||6d6 Beholder Large aberration lawful evil 18 (natural armor) 189 (19d10 + 76) 0 ft., fly 20 ft. (hover) 101418171517 Int +8, Wis +7, Cha +8 Perception +12 prone darkvision 120 ft. 22 Deep Speech, Undercommon 13 10,000 MM Antimagic Cone The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Bite|5|4d6 Eye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Eye Ray The beholder uses one random eye ray. Beholder Zombie Large undead neutral evil 15 (natural armor) 93 (11d10 + 33) 0 ft., fly 20 ft. (hover) 10816385 Wis +2 poison poisoned darkvision 60 ft. 9 understands Deep Speech and Undercommon but can't speak 5\n 1,800 MM Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Bite|3|4d6 Eye Ray The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. Berserker Medium humanoid (any race) any chaotic alignment 13 (hide armor) 67 (9d8 + 27) 30 ft. 1612179119 10 any one language (usually Common) 2\n 450 MM Reckless At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Greataxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. |5|1d12+3 Black Bear Medium beast unaligned 11 (natural armor) 19 (3d8 + 6) 40 ft., climb 30 ft. 1510142127 13 1/2\n 100 MM Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. Multiattack The bear makes two attacks: one with its bite and one with its claws. Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bite|3|1d6+2 Claws Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Claws|3|2d4+2 Black Dragon Wyrmling Medium dragon chaotic evil 17 (natural armor) 33 (6d8 + 6) 30 ft., fly 60 ft., swim 30 ft. 151413101113 Dex +4, Con +3, Wis +2, Cha +3 Perception +4, Stealth +4 acid blindsight 10 ft., darkvision 60 ft. 14 Draconic 2\n 450 MM Amphibious The dragon can breathe air and water. Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. Bite|4|1d10+2 Acid Breath (Recharge 5-6) The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one. Acid Breath||5d8 Black Pudding Large ooze unaligned 7 85 (10d10 + 30) 20 ft., climb 20 ft. 16516161 acid, cold, lightning, slashing blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. (blind beyond this radius) 8 4\n 1,100 MM Amorphous The pudding can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Corrosive Form||1d8 Spider Climb The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Pseudopod Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Pseudopod|5|1d6+3+4d8 Split When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. Blink Dog Medium fey lawful good 13 22 (4d8 + 4) 40 ft. 121712101311 Perception +3, Stealth +5 10 Blink Dog, understands Sylvan but can't speak it 1/4 50 MM Keen Hearing and Smell The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Bite|3|1d6+1 Teleport (Recharge 4-6) The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. Blood Hawk Small beast unaligned 12 7 (2d6) 10 ft., fly 60 ft. 614103145 Perception +4 14 1/8\n 25 MM Keen Sight The hawk has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated. Beak Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Beak|4|1d4+2 Blue Dragon Wyrmling Medium dragon lawful evil 17 (natural armor) 52 (8d8 + 16) 30 ft., burrow 15 ft., fly 60 ft. 171015121115 Dex +2, Con +4, Wis +2, Cha +4 Perception +4, Stealth +2 lightning blindsight 10 ft., darkvision 60 ft. 14 Draconic 3\n 700 MM Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. Bite|5|1d10+3+1d6 Lightning Breath (Recharge 5-6) The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Lightning Breath||4d10 Blue Slaad Large aberration chaotic neutral 15 (natural armor) 123 (13d10 + 52) 30 ft. 201518779 Perception +1 acid, cold, fire, lightning, thunder darkvision 60 ft. 11 Slaad, telepathy 60 ft. 7 2,900 MM Magic Resistance The slaad has advantage on saving throws against spells and other magical effects Regeneration The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Variant: Control Gem Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Multiattack The slaad makes three attacks: one with its bite and two with its claws. Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Bite|8|2d6+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. Claw|8|2d6+5 Boar Medium beast unaligned 11 (natural armor) 11 (2d8 + 2) 40 ft. 131112295 9 1/4 50 MM Charge If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Charge||1d6 Relentless (Recharges after a Short or Long Rest) If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Tusk Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Tusk|3|1d6+1 Bone Devil Large fiend (devil) lawful evil 19 (natural armor) 142 (15d10 + 60) 40 ft., fly 40 ft. 181618131416 Int +5, Wis +6, Cha +7 Deception +7, Insight +6 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned darkvision 120 ft. 9 Infernal, telepathy 120 ft. 12 8,400 MM Devil's Sight Magical darkness doesn't impede the devil's darkvision. Magic Resistance The devil has advantage on saving throws against spells and other magical effects. Multiattack The devil makes three attacks: two with its claws and one with its sting. Multiattack The devil makes three attacks: two with its claws and one with its sting. Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Claw|8|1d8+4 Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Claw|8|1d8+4 Sting Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success . Sting|8|2d8+4 Sting Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success . Sting|8|2d8+4 Bone Devil Polearm Large fiend (devil) lawful evil 19 (natural armor) 142 (15d10 + 60) 40 ft., fly 40 ft. 181618131416 Int +5, Wis +6, Cha +7 Deception +7, Insight +6 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned darkvision 120 ft. 9 Infernal, telepathy 120 ft. 12 8,400 MM Bone Naga (Guardian) Large undead lawful evil 15 (natural armor) 58 (9d10 + 9) 30 ft. 151612151516 poison charmed, exhaustion, paralyzed, poisoned darkvision 60 ft. 12 Common plus one other language 4\n 1,100 MM Spellcasting The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: • Cantrips (at will): mending, sacred flame, thaumaturgy • 1st level (4 slots): command, shield of faith • 2nd level (3 slots): calm emotions, hold person • 3rd level (2 slots): bestow curse Bite Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage. Bite|5|2d6+3+3d6 mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse Bone Naga (Spirit) Large undead lawful evil 15 (natural armor) 58 (9d10 + 9) 30 ft. 151612151516 poison charmed, exhaustion, paralyzed, poisoned darkvision 60 ft. 12 Common plus one other language 4\n 1,100 MM Spellcasting The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, ray of frost • 1st level (4 slots): charm person, sleep • 2nd level (3 slots): detect thoughts, hold person • 3rd level (2 slots): lightning bolt Bite Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage. Bite|5|2d6+3+3d6 mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt Brass Dragon Wyrmling Medium dragon chaotic good 16 (natural armor) 16 (3d8 + 3) 30 ft., burrow 15 ft., fly 60 ft. 151013101113 Dex +2, Con +3, Wis +2, Cha +3 Perception +4, Stealth +2 fire blindsight 10 ft., darkvision 60 ft. 14 Draconic 1\n 200 MM Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Bite|4|1d10+2 Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Fire Breath||4d6 Bronze Dragon Wyrmling Medium dragon lawful good 17 (natural armor) 32 (5d8 + 10) 30 ft., fly 60 ft., swim 30 ft. 171015121115 Dex +2, Con +4, Wis +2, Cha +4 Perception +4, Stealth +2 lightning blindsight 10 ft., darkvision 60 ft. 14 Draconic 2\n 450 MM Amphibious The dragon can breathe air and water. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bite|5|1d10+3 Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. Lightning Breath||3d10 Brown Bear Large beast unaligned 11 (natural armor) 34 (4d10 + 12) 40 ft., climb 30 ft. 1910162137 Perception +3 13 1\n 200 MM Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. Multiattack The bear makes two attacks: one with its bite and one with its claws. Bite Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bite|5|1d8+4 Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Claws|5|2d6+4 Bugbear Medium humanoid (goblinoid) chaotic evil 16 (hide armor, shield) 27 (5d8 + 5) 30 ft. 1514138119 Stealth +6, Survival +2 darkvision 60 ft. 10 Common, Goblin 1\n 200 MM Brute A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Surprise Attack||2d6 Morningstar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Morningstar|4|2d8+2 Javelin Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. Melee|4|2d6+2 Ranged|4|1d6+2 Bugbear Chief Medium humanoid (goblinoid) chaotic evil 17 (chain shirt, shield) 65 (10d8 + 20) 30 ft. 171414111211 Intimidation +2, Stealth +6, Survival +3 darkvision 60 ft. 11 Common, Goblin 3\n 700 MM Brute A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Surprise Attack||2d6 Heart of Hruggek The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. Multiattack The bugbear makes two melee attacks Morningstar Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage. Morningstar|5|2d8+32 Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range. Melee|5|2d6+3 Ranged|5|1d6+3 Bulette Large monstrosity unaligned 17 (natural armor) 94 (9d10 + 45) 40 ft., burrow 40 ft. 1911212105 Perception +6 darkvision 60 ft., tremorsense 60 ft. 16 5\n 1,800 MM Standing Leap The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage. Bite|7|4d12+4 Deadly Leap If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. Bullywug Medium humanoid (bullywug) neutral evil 15 (hide armor, shield) 11 (2d8 + 2) 20 ft., swim 40 ft. 1212137107 Stealth +3 10 Bullywug 1/4 50 MM Amphibious The bullywug can breathe air and water. Speak with Frogs and Toads The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. Multiattack The bullywug makes two melee attacks: one with its bite and one with its spear. Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. |3|1d4+1 Spear Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. |3|1d6+1 Cambion Medium fiend any evil alignment 19 (scale mail) 82 (11d8 + 33) 30 ft., fly 60 ft. 181816141216 Str +7, Con +6, Int +5, Cha +6 Deception +6, Intimidation +6, Perception +4, Stealth +7 cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons darkvision 60 ft. 14 Abyssal, Common, Infernal 5\n 1,800 MM Fiendish Blessing The AC of the cambion includes its Charisma bonus. Innate Spellcasting The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Multiattack The cambion makes two melee attacks or uses its Fire Ray twice. Spear Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft ., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. One Handed|7|1d6+4 Two Handed|7|1d8+4 Fire Ray Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fire Ray|7|3d6 Fiendish Charm One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. alter self, command, detect magic, plane shift Camel Large beast unaligned 9 15 (2d10 + 4) 50 ft. 16814285 9 1/8\n 25 MM Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Bite|5|1d4 Carrion Crawler Large monstrosity unaligned 13 (natural armor) 51 (6d10 + 18) 30 ft., climb 30 ft. 1413161125 Perception +3 darkvision 60 ft. 13 2\n 450 MM Keen Smell The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack The carrion crawler makes two attacks: one with its tentacles and one with its bite. Tentacles Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Tentacles|8|1d4+2 Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Bite|4|2d4+2 Cat Tiny beast unaligned 12 2 (1d4) 40 ft., climb 30 ft. 315103127 Perception +3, Stealth +4 13 0 10 MM Keen Smell The cat has advantage on Wisdom (Perception) checks that rely on smell. Claws Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Claws||1 Cave Bear Large beast unaligned 12 (natural armor) 42 (5d10 + 15) 40 ft., swim 30 ft. 2010162137 Perception +3 darkvision 60 ft. 13 2\n 450 MM Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. Multiattack The bear makes two attacks: one with its bite and one with its claws. Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Bite|7|1d8+5 Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Claws|7|2d6+5 Centaur Large monstrosity neutral good 12 45 (6d10 + 12) 50 ft. 18141491311 Athletics +6, Perception +3, Survival +3 13 Elvish, Sylvan 2\n 450 MM Charge If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Charge||3d6 Multiattack The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. Pike Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. |6|1d10+4 Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. |6|2d6+4 Longbow Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. |4|1d8+2 Chain Devil Medium fiend (devil) lawful evil 16 (natural armor) 85 (10d8 + 40) 30 ft. 181518111214 Con +7, Wis +4, Cha +5 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned darkvision 120 ft. 8 Infernal, telepathy 120 ft. 11 7,200 MM Devil's Sight Magical darkness doesn't impede the devil's darkvision. Magic Resistance The devil has advantage on saving throws against spells and other magical effects. Multiattack The devil makes two attacks with its chains. Chain Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. Chain|8|2d6+4 Animate Chains (Recharges after a Short or Long Rest) Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. Unnerving Mask When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. Chasme Large fiend (demon) chaotic evil 15 (natural armor) 84 (13d10 + 13) 20 ft., fly 60 ft. 151512111410 Dex +5, Wis +5 Perception +5 cold, fire, lightning poison poisoned blindsight 10 ft., darkvision 120 ft. 15 Abyssal, telepathy 120 ft. 6\n 2,300 MM Drone The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours . Magic Resistance The chasme has advantage on saving throws against spells and other magical effects. Spider Climb The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Proboscis Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . Proboscis|5|4d6+2+7d6 Variant: Summon Demon (1/Day) The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Chimera Large monstrosity chaotic evil 14 (natural armor) 114 (12d10 + 48) 30 ft., fly 60 ft. 19111931410 Perception +8 darkvision 60 ft. 18 understands Draconic but can't speak 6\n 2,300 MM Multiattack The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. |7|2d6+4 Horns Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. |7|1d12+4 Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. |7|2d6+4 Fire Breath (Recharge 5-6) The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. ||7d8 Chuul Large aberration chaotic evil 16 (natural armor) 93 (11d10 + 33) 30 ft., swim 30 ft. 1910165115 Perception +4 poison poisoned darkvision 60 ft. 14 understands Deep Speech but can't speak 4\n 1,100 MM Amphibious The chuul can breathe air and water. Sense Magic The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Multiattack The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. Pincer Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Pincer|6|2d6+4 Tentacles One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Clay Golem Large construct unaligned 14 (natural armor) 133 (14d10 + 56) 20 ft. 20918381 acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. 9 understands the languages of its creator but can't speak 9 5,000 MM Acid Absorption Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Berserk Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form The golem is immune to any spell or effect that would alter its form. Magic Resistance The golem has advantage on saving throws against spells and other magical effects. Magic Weapons The golem's weapon attacks are magical. Multiattack The golem makes two slam attacks. Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. Slam|8|2d10+5 Haste (Recharge 5-6) Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. Cloaker Large aberration chaotic neutral 14 (natural armor) 78 (12d10 + 12) 10 ft., fly 40 ft. 171512131214 Stealth +5 darkvision 60 ft. 11 Deep Speech, Undercommon 8 3,900 MM Damage Transfer While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. False Appearance While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. Light Sensitivity While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Multiattack The cloaker makes two attacks: one with its bite and one with its tail. Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. Bite|6|2d6+3 Tail Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. Tail|6|1d8+3 Moan Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. Phantasms (Recharges after a Short or Long Rest) The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Cloud Giant Huge giant neutral good (50%) or neutral evil (50%) 14 (natural armor) 200 (16d12 + 96) 40 ft. 271022121616 Con +9, Wis +7, Cha +7 Insight +7, Perception +7 17 Common, Giant 9 5,000 MM Keen Smell The giant has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous form Multiattack The giant makes two morningstar attacks. Morningstar Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. Morningstar|12|3d8+8 Rock Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Rock|12|4d10+8 detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form Cockatrice Small monstrosity unaligned 11 27 (6d6 + 6) 20 ft., fly 40 ft. 612122135 darkvision 60 ft. 11 1/2\n 100 MM Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. |3|1d4+1 Commoner Medium humanoid (any race) any alignment 10 4 (1d8) 30 ft. 101010101010 10 any one language (usually Common) 0 10 MM Club Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. |2|1d4 Constrictor Snake Large beast unaligned 12 13 (2d10 + 2) 30 ft., swim 30 ft. 1514121103 blindsight 10 ft. 10 1/4 50 MM Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Bite|4|1d6+2 Constrict Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. Constrict|4|1d8+2 Copper Dragon Wyrmling Medium dragon chaotic good 16 (natural armor) 22 (4d8 + 4) 30 ft., climb 30 ft., fly 60 ft. 151213141113 Dex +3, Con +3, Wis +2, Cha +3 Perception +4, Stealth +3 acid blindsight 10 ft., darkvision 60 ft. 14 Draconic 1\n 200 MM Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Bite|4|1d10+2 Breath Weapons (Recharge 5-6) The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Acid Breath||4d8 Couatl Medium celestial lawful good 19 (natural armor) 97 (13d8 + 39) 30 ft., fly 90 ft. 162017182018 Con +5, Wis +7, Cha +6 radiant psychic; bludgeoning, piercing, and slashing from nonmagical weapons truesight 120 ft. 15 all, telepathy 120 ft. 4\n 1,100 MM Innate Spellcasting The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scrying Magic Weapons The couatl's weapon attacks are magical. Shielded Mind The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Bite|8|1d6+5 Constrict Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. Constrict|6|2d6+3 Change Shape The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying Crab Tiny beast unaligned 11 (natural armor) 2 (1d4) 20 ft., swim 20 ft. 21110182 Stealth +2 blindsight 30 ft. 9 0 10 MM Amphibious The crab can breathe air and water. Claw Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Claw||1 Crawling Claw Tiny undead neutral evil 12 2 (1d4) 20 ft., climb 20 ft. 1314115104 poison poisoned blindsight 30 ft. (blind beyond this radius) 10 understands Common but can't speak 0 10 MM Turn Immunity The claw is immune to effects that turn undead. Claw Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice) . Claw|3|1d4+1 Crocodile Large beast unaligned 12 (natural armor) 19 (3d10 + 3) 20 ft., swim 20 ft. 1510132105 Stealth +2 10 1/2\n 100 MM Hold Breath The crocodile can hold its breath for 15 minutes. Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target Bite|4|1d10+2 Cult Fanatic Medium humanoid (any race) any non-good alignment 13 (leather armor) 22 (6d8 + 6) 30 ft. 111412101314 Deception +4, Persuasion +4, Religion +2 10 any one language (usually Common) 2\n 450 MM Dark Devotion The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (4 slots): command, inflict wounds, shield of faith • 2nd level (3 slots): hold person, spiritual weapon Multiattack The fanatic makes two melee attacks. Dagger Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger|4|1d4+2 light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon Cultist Medium humanoid (any race) any non-good alignment 12 (leather armor) 9 (2d8) 30 ft. 111210101110 Deception +2, Religion +2 10 any one language (usually Common) 1/8\n 25 MM Dark Devotion The cultist has advantage on saving throws against being charmed or frightened. Scimitar Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. |3|1d6+1 Cyclops Huge giant chaotic neutral 14 (natural armor) 138 (12d12 + 60) 30 ft. 2211208610 8 Giant 6\n 2,300 MM Poor Depth Perception The cyclops has disadvantage on any attack roll against a target more than 30 ft. away. Multiattack The cyclops makes two greatclub attacks. Greatclub Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. |9|3d8+6 Rock Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. |9|4d10+6 Dao Large elemental neutral evil 18 (natural armor) 187 (15d10 + 105) 30 ft., burrow 30 ft., fly 30 ft. 231224121314 Int +5, Wis +5, Cha +6 petrified darkvision 120 ft. 11 Terran 11 7,200 MM Earth Glide The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. Elemental Demise If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. Innate Spellcasting The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, stone shape 3/day each: passwall, move earth, tongues 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone Sure-Footed The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Variant: Genie Powers Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. Multiattack The Dao makes two fist attacks or two maul attacks. Fist Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Fist|10|2d8+6 Maul Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone. Maul|10|4d6+6 detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone Darkmantle Small monstrosity unaligned 11 22 (5d6 + 5) 10 ft., fly 30 ft. 1612132105 Stealth +3 blindsight 60 ft. 10 1/2\n 100 MM Echolocation The darkmantle can't use its blindsight while deafened. False Appearance While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. Crush Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. Crush|5|1d6+3 Darkness Aura (1/day) A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Death Dog Medium monstrosity neutral evil 12 39 (6d8 + 12) 40 ft. 1514143136 Perception +5, Stealth +4 darkvision 120 ft. 15 1\n 200 MM Two-Headed The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Multiattack The dog makes two bite attacks. Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. |4|1d6+2 Death Knight Medium undead chaotic evil 20 (plate, shield) 180 (19d8 + 95) 30 ft. 201120121618 Dex +6, Wis +9, Cha +10 necrotic, poison exhaustion, frightened, poisoned darkvision 120 ft. 13 Abyssal, Common 17 18,000 MM Magic Resistance The death knight has advantage on saving throws against spells and other magical effects. Marshal Undead Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. Spellcasting The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: • 1st level (4 slots): command, compelled duel, searing smite • 2nd level (3 slots): hold person, magic weapon • 3rd level (3 slots): dispel magic, elemental weapon • 4th level (3 slots): banishment, staggering smite • 5th level (2 slots): destructive wave (necrotic) Multiattack The death knight makes three longsword attacks. Longsword Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. One Handed|11|1d8+5+4d8 Two Handed|11|1d10+5+4d8 Hellfire Orb (1/day) The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Parry The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave Death Slaad Medium aberration (shapechanger) chaotic evil 18 (natural armor) 170 (20d8 + 80) 30 ft. 201519151016 Arcana +6, Perception +8 acid, cold, fire, lightning, thunder blindsight 60 ft., darkvision 60 ft. 18 Slaad, telepathy 60 ft. 10 5,900 5,900 MM Shapechanger The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Innate Spellcasting The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: fear, fireball, fly, tongues 1/day each: cloudkill, plane shift Magic Resistance The slaad has advantage on saving throws against spells and other magical effects Magic Weapons The slaad's weapon attacks are magical. Regeneration The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Variant: Control Gem Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Multiattack The slaad makes three attacks: one with its bite and two with its claws or greatsword. Bite (Slaad Form Only) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. Bite|9|1d8+5+2d6 Claws (Slaad Form Only) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. Claws|9|1d10+5+2d6 Greatsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage. Greatsword|9|2d6+5+2d6 detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift Death Tyrant Large undead lawful evil 19 (natural armor) 187 (25d10 + 50) 0 ft., fly 20 ft. (hover) 101414191519 Str +5, Con +7, Int +9, Wis +7, Cha +9 Perception +12 poison charmed, exhaustion, paralyzed, petrified, poisoned, prone darkvision 120 ft. 22 Deep Speech, Undercommon 14 11,500 MM Negative Energy Cone The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Bite|5|4d6 Eye Rays The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Eye Ray The death tyrant uses one random eye ray. Deep Gnome (Svirfneblin) Small humanoid (gnome) neutral good 15 (chain shirt) 16 (3d6 + 6) 20 ft. 15141412109 Investigation +3, Perception +2, Stealth +4 darkvision 120 ft. 12 Gnomish, Terran, Undercommon 1/2\n 100 MM Stone Camouflage The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Gnome Cunning The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Innate Spellcasting The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: nondetection (self only) 1/day each: blindness/deafness, blur, disguise self War Pick Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. War Pick|4|1d8+2 Poisoned Dart Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Poisoned Dart|4|1d4+2 nondetection, blindness/deafness, blur, disguise self Deer Medium beast unaligned 13 4 (1d8) 50 ft. 1116112145 12 0 10 MM Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Bite|2|1d4 Demilich Tiny undead neutral evil 20 (natural armor) 80 (20d4) 0 ft., fly 30 ft. (hover) 12010201720 Con +6, Int +11, Wis +9, Cha +11 bludgeoning, piercing, and slashing from magic weapons necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned truesight 120 ft. 13 18 20,000 MM Avoidance If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Resistance (3/Day) If the demilich fails a saving throw, it can choose to succeed instead. Turn Immunity The demilich is immune to effects that turn undead. Howl (Recharge 5-6) The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. Life Drain The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. Flight The demilich flies up to half its flying speed. Cloud of Dust The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. Energy Drain (Costs 2 Actions) Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. Vile Curse (Costs 3 Actions) The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. Deva Medium celestial lawful good 17 (natural armor) 136 (16d8 + 64) 30 ft., fly 90 ft. 181818172020 Wis+9, Cha +9 Insight +7, Perception +9 radiant; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened darkvision 120 ft. 19 all, telepathy 120 ft. 10 5,900 5,900 MM Angelic Weapons The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead Magic Resistance The deva has advantage on saving throws against spells and other magical effects. Multiattack The deva makes two melee attacks. Mace Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. Mace|8|1d6+4+4d8 Healing Touch (3/Day) The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Change Shape The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. detect evil and good, commune, raise dead Dire Wolf Large beast unaligned 14 (natural armor) 37 (5d10 + 10) 50 ft. 1715153127 Perception +3, Stealth +4 13 1\n 200 MM Keen Hearing and Smell The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Bite|5|2d6+3 Displacer Beast Large monstrosity lawful evil 13 (natural armor) 85 (10d10 + 30) 40 ft. 1815166128 darkvision 60 ft. 11 3\n 700 MM Avoidance If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . Displacement The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Multiattack The displacer beast makes two attacks with its tentacles. Tentacle Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. Tentacle|7|1d6+4 Djinni Large elemental chaotic good 17 (natural armor) 161 (14d10 + 84) 30 ft., fly 90 ft. 211522151620 Dex +6, Wis +7, Cha +9 lightning, thunder darkvision 120 ft. 13 Auran 11 7,200 MM Elemental Demise If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. Innate Spellcasting The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift Variant: Genie Powers Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. Multiattack The djinni makes three scimitar attacks. Scimitar Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). Scimitar|9|2d6+5+1d6 Create Whirlwind A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift Doppelganger Medium monstrosity (shapechanger) unaligned 14 52 (8d8 + 16) 30 ft. 111814111214 Deception +6, Insight +3 charmed darkvision 60 ft. 11 Common 3\n 700 MM Shapechanger The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Ambusher The doppelganger has advantage on attack rolls against any creature it has surprised. Surprise Attack If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Surprise Attack||3d6 Multiattack The doppelganger makes two melee attacks. Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. |6|1d6+4 Read Thoughts The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Draft Horse Large beast unaligned 10 19 (3d10 + 3) 40 ft. 1810122117 10 1/4 50 MM Hooves Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Hooves|6|2d4+4 Dragon Turtle Gargantuan dragon neutral 20 (natural armor) 341 (22d20 + 10) 20 ft., swim 40 ft. 251020101212 Dex +5, Con +10, Wis +6 fire darkvision 120 ft. 11 Aquan, Draconic 17 18,000 MM Amphibious The dragon turtle can breathe air and water. Multiattack The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. Bite Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage. Bite|12|3d12+7 Claw Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Claw|12|2d8+7 Tail Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. Tail|12|3d12+7 Steam Breath (Recharge 5-6) The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Steam Breath||15d6