AbolethLargeaberrationlawful evil17 (natural armor)135 (18d10 + 36)10 ft., swim 40 ft.21915181518Con +6, Int +8, Wis +6History +12, Perception +10darkvision 120 ft.20Deep Speech, telepathy 120 ft.105,900AmphibiousThe aboleth can breathe air and waterMucous CloudWhile 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 TelepathyIf a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.MultiattackThe aboleth makes three tentacle attacks.TentacleMelee 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+5TailMelee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.Tail|9|3d6+5Enslave (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.DetectThe aboleth makes a Wisdom (Perception) check.Tail SwipeThe 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.AarakocraMediumhumanoid (aarakocra)neutral good1213 (3d8)20 ft., fly 50 ft.101410111211Perception +515Auran1/450Dive AttackIf 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||1d6TalonMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.Talon|4|1d4+2JavelinMelee 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+2Summon Air ElementalFive 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 YetiHugemonstrositychaotic evil15 (natural armor)137 (11d12 + 66)40 ft., climb 40 ft.2410229139Perception +5, Stealth +4colddarkvision 60 ft.15Yeti95,000Fear of FireIf the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.Keen SmellThe yeti has advantage on Wisdom (Perception) checks that rely on smell.Snow CamouflageThe yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.MultiattackThe yeti can use its Chilling Gaze and makes two claw attacks.ClawMelee 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+2d6Chilling GazeThe 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||10d8AcolyteMediumhumanoid (any race)any alignment109 (2d8)30 ft.101010101411Medicine +4, Religion +210any one language (usually Common)1/450SpellcastingThe 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, sanctuaryClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.|2|1d4light, sacred flame, thaumaturgy, bless, cure wounds, sanctuaryAdult Black DragonHugedragonchaotic evil19 (natural armor)195 (17d12 + 85)40 ft., fly 80 ft., swim 40 ft.231421141317Dex +7, Con +10, Wis +6, Cha +8Perception +11, Stealth +7acidblindsight 60 ft., darkvision 120 ft.21Common, Draconic1411,500AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+1d8ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach 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||12d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DracolichHugeundeadlawful evil19 (natural armor)225 (18d12 + 108)40 ft., burrow 30 ft., fly 80 ft.251023161519Dex +5, Con +11, Wis +7, Cha +9Perception +12, Stealth +5necroticlightning, poisoncharmed, exhaustion, frightened, paralyzed, poisonedblindsight 60 ft., darkvision 120 ft.22Common, Draconic1718,000Legendary Resistance (3/Day)If the dracolich fails a saving throw, it can choose to succeed instead.Magic ResistanceThe dracolich has advantage on saving throws against spells and other magical effects.MultiattackThe dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+1d10ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach 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||12d10DetectThe dracolich makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonlawful evil19225 (18d12 + 108)40 ft., burrow 30 ft., fly 80 ft.251023161519Dex +5, Con +11, Wis +7, Cha +9Perception +12, Stealth +5lightningblindsight 60 ft., darkvision 120 ft.22Common, Draconic1615,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+1d10ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach 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||12d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonchaotic good18 (natural armor)172 (15d12 + 75)40 ft., burrow 40 ft., fly 80 ft.231021141317Dex +5, Con +10, Wis +6, Cha +8History +7, Perception +11, Persuasion +8, Stealth +5fireblindsight 60 ft., darkvision 120 ft.21Common, Draconic1310,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10 + 6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach 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||13d6Adult Bronze DragonHugedragonlawful good19 (natural armor)212 (17d12 + 102)40 ft., fly 80 ft., swim 40 ft.251023161519Dex +5, Con +11, Wis +7, Cha +9Insight +7, Perception +12, Stealth +5lightningblindsight 60 ft., darkvision 120 ft.22Common, Draconic1513,000AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.Bite|12|2d10+7ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.Claw|12|2d6+7TailMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.Tail|12|2d8+7Frightful PresenceEach 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||12d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonchaotic good18 (natural armor)184 (16d12 + 80)40 ft., climb 40 ft., fly 80 ft.231221181517Dex +6, Con +10, Wis +7, Cha +8Deception +8, Perception +12, Stealth +6acidblindsight 60 ft., darkvision 120 ft.22Common, Draconic1411,500Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.Bite|11|2d10+6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach 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||12d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonlawful good19 (natural armor)256 (19d12 + 133)40 ft., fly 80 ft., swim 40 ft.271425161524Dex +8, Con +13, Wis +8, Cha +13Insight +8, Perception +14, Persuasion +13, Stealth +8fireblindsight 60 ft., darkvision 120 ft.24Common, Draconic1718,000AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.Bite|14|2d10+8ClawMelee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach 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||12d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonlawful evil19 (natural armor)207 (18d12 + 90)40 ft., fly 80 ft., swim 40 ft.231221181517Dex +6, Con +10, Wis +7, Cha +8Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6poisonpoisonedblindsight 60 ft., darkvision 120 ft.22Common, Draconic1513,000AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+2d6ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach 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||16d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonchaotic evil19 (natural armor)256 (19d12 + 133)40 ft., climb 40 ft., fly 80 ft.271025161321Dex +6, Con +13, Wis +7, Cha +11Perception +l3, Stealth +6fireblindsight 60 ft., darkvision 120 ft.23Common, Draconic1718,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+2d6ClawMelee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach 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||18d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonlawful good19 (natural armor)243 (18d12 + 126)40 ft., fly 80 ft.271025161321Dex +S, Con +12, Wis +6, Cha +10Arcana +8, History +8, Perception +11, Stealth +5coldblindsight 60 ft., darkvision 120 ft.21Common, Draconic1615,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.Bite|13|2d10+8ClawMelee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.Claw|13|2d6+8TailMelee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|13|2d8+8Frightful PresenceEach 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||13d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonHugedragonchaotic evil18 (natural armor)200 (16d12 + 96)40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.22102281212Dex +5, Con +11, Wis +6, Cha +6Perception +11, Stealth +5coldblindsight 60 ft., darkvision 120 ft.21Common, Draconic1310,000Ice WalkThe 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.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+1d8ClawMelee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.Claw|11|2d6+6TailMelee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Tail|11|2d8+6Frightful PresenceEach 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||12d8DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 ElementalLargeelementalneutral1590 (12d10 + 24)fly 90 ft. (hover)1420146106lightning; thunder; bludgeoning, piercing, and slashing from nonmagical weaponspoisonexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsciousdarkvision 60 ft.10Auran51,800Air FormThe 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.MultiattackThe elemental makes two slam attacks.SlamMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.Slam|8|2d8+5Whirlwind (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.AllosaurusLargebeastunaligned15 (natural armor)60 (6d10 + 18)60 ft.1913172125Perception +5152450PounceIf 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.BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.Bite|6|2d10+4ClawMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.Claw|6|1d8+4Ancient Black DragonGargantuandragonchaotic evil22 (natural armor)367 (21d20 + 147)40 ft., fly 80 ft., swim 40 ft.271425161519Dex +9, Con +14, Wis +9, Cha +11Perception +16, Stealth +9acidblindsight 60 ft., darkvision 120 ft.26Common, Draconic2133,000AmphibiousThe 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.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+2d8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., on'e target. Hit: 15 (2d6 + 8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonlawful evil22 (natural armor)481 (26d20 + 208)40 ft., burrow 40 ft., fly 80 ft.291027181721Dex +7, Con +15, Wis +10, Cha +12Perception +17, Stealth +7lightningblindsight 60 ft., darkvision 120 ft.27Common, Draconic2350,000MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+2d10ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.Claw|16|2d6+9TailMelee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.Tail|16|2d8+9Frightful PresenceEach 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||16d10DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonchaotic good20 (natural armor)297 (17d20 + 119)40 ft., burrow 40 ft., fly 80 ft.271025161519Dex +6, Con +13, Wis +8, Cha +10History +9, Perception +14, Persuasion +10, Stealth +6fireblindsight 60 ft., darkvision 120 ft.24Common, Draconic2025,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.Bite|14|2d10+8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach 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||16d6Change ShapeThe 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonlawful good22 (natural armor)444 (24d20 + 192)40 ft., fly 80 ft., swim 40 ft.291027181721Dex +7, Con +15, Wis +10, Cha +12Insight +10, Perception +17, Stealth +7lightningblindsight 60 ft., darkvision 120 ft.27Common, Draconic2241,000AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.Bite|16|2d10+9ClawMelee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.Claw|16|1d6+9TailMelee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.Tail|2d8+9Frightful PresenceEach 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||16d10Change ShapeThe 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonchaotic good21 (natural armor)350 (20d20 + 140)40 ft., climb 40 ft., fly 80 ft.271225201719Dex +8, Con +14, Wis +10, Cha +11Deception +11, Perception +17, Stealth +8acidblindsight 60 ft., darkvision 120 ft.27Common, Draconic2133,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.Bite|15|2d10+8ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.Claw|15|2d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|15|2d8+8Frightful PresenceEach 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||14d8Change ShapeThe 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonlawful good22 (natural armor)546 (28d20 + 252)40 ft., fly 80 ft., swim 40 ft.301429181728Dex +9, Con +16, Wis +10, Cha +16Insight +10, Perception +17, Persuasion +16, Stealth +9fireblindsight 60 ft., darkvision 120 ft.27Common, Draconic2462,000AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.Bite|17|2d10+10ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach 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||13d10Change ShapeThe 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonlawful evil21 (natural armor)385 (22d20 + 154)40 ft., fly 80 ft., swim 40 ft.271225201719Dex +8, Con +14, Wis +10, Cha +11Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8poisonpoisonedblindsight 60 ft., darkvision 120 ft.27Common, Draconic2241,000AmphibiousThe dragon can breathe air and water.Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+3d6ClawMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.Claw|15|4d6+8TailMelee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|16|2d8+8Frightful PresenceEach 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||22d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonchaotic evil22 (natural armor)546 (28d20 + 252)40 ft., climb 40 ft., fly 80 ft.301029181523Dex +7, Con +16, Wis +9, Cha +13Perception +16, Stealth +7fireblindsight 60 ft., darkvision 120 ft.26Common, Draconic2462,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+4d6ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach 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||26d6DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonlawful good22 (natural armor)487 (25d20 + 225)40 ft., fly 80 ft.301029181523Dex +7, Con +16, Wis +9, Cha +13Arcana +11, History +11, Perception +16, Stealth +7coldblindsight 60 ft., darkvision 120 ft.26Common, Draconic2350,000Legendary Resistance (3/Day)If the dragon fails a saving throw, it can choose to succeed instead.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.Bite|17|2d10+10ClawMelee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.Claw|17|2d6+10TailMelee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.Tail|17|2d8+10Frightful PresenceEach 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||15d8Change ShapeThe 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.DetectThe dragon makes a Wisdom (Perception) check.Tail AttackThe 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 DragonGargantuandragonchaotic evil20 (natural armor)333 (18d20 + 144)40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.261026101314Dex +6, Con +14, Wis +7, Cha +8Perception +13, Stealth +6coldblindsight 60 ft., darkvision 120 ft.23Common, Draconic2025,000Ice WalkThe 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.MultiattackThe dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.BiteMelee 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+2d8ClawMelee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.Claw|14|2d6+8TailMelee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.Tail|14|2d8+8Frightful PresenceEach 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||16d8AndrosphinxLargemonstrositylawful neutral17 (natural armor)199 (19d10 + 95)40 ft., fly 60 ft.221020161823Dex +6, Con +11, Int +9, Wis +10Arcana +9, Perception +10, Religion +15psychic; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, frightenedtruesight 120 ft.20Common, Sphinx1718,000InscrutableThe 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 WeaponsThe sphinx's weapon attacks are magical.SpellcastingThe 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' feastMultiattackThe sphinx makes two claw attacks.ClawMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.Claw|12|2d10+6Roar (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 AttackThe 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' feastAnimated ArmorMediumconstructunaligned18 (natural armor)33 (6d8 + 6)25 ft.141113131poison, psychicblinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisonedblindsight 60 ft. (blind beyond this radius)61200Antimagic SusceptibilityThe 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 AppearanceWhile the armor remains motionless, it is indistinguishable from a normal suit of armor.MultiattackThe armor makes two melee attacks.SlamMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.|4|1d6+2AnkhegLargemonstrosityunaligned14 (natural armor, 11 while prone)39 (6d10 + 6)30 ft., burrow 10 ft.1711131136darkvision 60 ft., tremorsense 60 ft.112450BiteMelee 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+1d6Acid 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||3d6AnkylosaurusHugebeastunaligned15 (natural armor)68 (8d12 + 16)30 ft.1911152125113700TailMelee 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.ApeMediumbeastunaligned1219 (3d8 + 6)30 ft., climb 30 ft.1614146127Athletics +5, Perception +3131/2100MultiattackThe ape makes two fist attacks.FistMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.Fist|5|1d6+3RockRanged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.Rock|5|1d6+3ArcanalothMediumfiend (yugoloth)neutral evil17 (natural armor)104 (16d8 + 32)30 ft., fly 30 ft.171214201617Dex +5, Int +9, Wis +7, Cha +7Arcana +13, Deception +9, Insight +9, Perception +7cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weaponsacid, poisoncharmed, poisonedtruesight 120 ft.17all, telepathy 120 ft.128,400Innate SpellcastingThe 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 missileMagic ResistanceThe arcanaloth has advantage on saving throws against spells and other magical effects.Magic WeaponsThe arcanaloth's weapon attacks are magical.SpellcastingThe 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 blankClawsMelee 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+3TeleportThe 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 blankArchmageMediumhumanoid (any race)any alignment12 (15 with mage armor)99 (18d8 + 18)30 ft.101412201516Int +9, Wis +6Arcana +13, History +13damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin)12any six languages128,400Magic ResistanceThe archmage has advantage on saving throws against spells and other magical effects.SpellcastingThe 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.DaggerMelee 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+2fire 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 stopAssassinMediumhumanoid (any race)any non-good alignment15 (studded leather)78 (12d8 + 24)30 ft.111614131110Dex +7, Int +5Acrobatics +7, Deception +4, Perception +4, Stealth +11poison14Thieves' cant plus any two languages83,900AssassinateDuring 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.EvasionIf 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||4d6MultiattackThe assassin makes two shortsword attacks.ShortswordMelee 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+3Light CrossbowRanged 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+3Awakened ShrubSmallplantunaligned910 (3d6)20 ft.381110106piercingfire10one language known by its creator010False AppearanceWhile the shrub remains motionless, it is indistinguishable from a normal shrub.RakeMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.|1|1d4-1Awakened TreeHugeplantunaligned13 (natural armor)59 (7d12 + 14)20 ft.1961510107bludgeoning, piercingfire10one language known by its creator2450False AppearanceWhile the tree remains motionless, it is indistinguishable from a normal tree.SlamMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.|6|3d6+4Axe BeakLargebeastunaligned1119 (3d10 + 3)50 ft.1412122105101/450BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.Beak|4|1d8+2AzerMediumelementallawful neutral17 (natural armor, shield)39 (6d8 + 12)30 ft.171215121310Con +4fire, poisonpoisoned11Ignan2450Heated BodyA 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||1d10Heated WeaponsWhen the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).IlluminationThe azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..WarhammerMelee 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+1d6BaboonSmallbeastunaligned123 (1d6)30 ft., climb 30 ft.81411412611010Pack TacticsThe 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.BiteMelee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.Bite|1|1d4-1BadgerTinybeastunaligned103 (1d4 + 1)20 ft., burrow 5 ft.411122125darkvision 30 ft.11010Keen SmellThe badger has advantage on Wisdom (Perception) checks that rely on smell.BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.Bite|2|1BalorHugefiend (demon)chaotic evil19 (natural armor)262 (21d12 + 126)40 ft., fly 80 ft.261522201622Str +14, Con +12, Wis +9, Cha +12cold, lightning; bludgeoning, piercing, and slashing from nonmagical weaponsfire, poisonpoisonedtruesight 120 ft.13Abyssal, telepathy 120 ft.1922,000Death ThroesWhen 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||20d6Fire AuraAt 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||3d6Magic ResistanceThe balor has advantage on saving throws against spells and other magical effects.Magic WeaponsThe balor's weapon attacks are magical.MultiattackThe balor makes two attacks: one with its longsword and one with its whip.LongswordMelee 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+3d8WhipMelee 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+3d6TeleportThe 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.BanditMediumhumanoid (any race)any non-lawful alignment12 (leather armor)11 (2d8 + 2)30 ft.11121210101010any one language (usually Common)1/8\n 25ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.|3|1d6+1Light CrossbowRanged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.|3|1d8+1Bandit CaptainMediumhumanoid (any race)any non-lawful alignment15 (studded leather)65 (10d8 + 20)30 ft.151614141114Str +4, Dex +5, Wis +2Athletics +4, Deception +410any two languages2\n 450MultiattackThe captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.ScimitarMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.Scimitar|5|1d6+3DaggerMelee 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+3ParryThe 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.BansheeMediumundeadchaotic evil1258 (13d8)0 ft., fly 40 ft. (hover)11410121117Wis +2, Cha +4acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weaponscold, necrotic, poisoncharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restraineddarkvision 60 ft.10Common, Elvish4\n 1,100Detect LifeThe 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 MovementThe 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 TouchMelee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.|4|3d6+2Horrifying VisageEach 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 DevilMediumfiend (devil)lawful evil15 (natural armor)110 (13d8 + 52)30 ft.161718121414Str +6, Con +7, Wis +5, Cha +5Deception +5, Insight +5, Perception +8cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.18Infernal, telepathy 120 ft.5\n 1,800Barbed HideAt the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.Barbed Hide||1d10Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.ClawMelee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.Claw|6|1d6+3TailMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.Tail|6|2d6+3Hurl FlameRanged 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|3d6BarlguraLargefiend (demon)chaotic evil15 (natural armor)68 (8d10 + 24)30 ft., climb 30 ft.1815167149Dex +5, Con +6Perception +5, Stealth +5cold, fire, lightningpoisonpoisonedblindsight 30 ft., darkvision 120 ft.15Abyssal, telepathy 120 ft.5\n 1,800Innate SpellcastingThe 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 force2/day each: disguise self, invisibility (self only)RecklessAt 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 LeapThe barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.MultiattackThe barlgura makes three attacks: one with its bite and two with its fists.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.Bite|7|2d6+4FistMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.Fist|7|1d10+4Variant: 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, invisibilityBasiliskMediummonstrosityunaligned12 (natural armor)52 (8d8 + 16)20 ft.16815287darkvision 60 ft.93\n 700Petrifying GazeIf 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.|5|2d6+3+2d6BatTinybeastunaligned121 (1d4-1)5 ft., fly 30 ft.21582124blindsight 60 ft.11010EcholocationThe bat can't use its blindsight while deafened.Keen HearingThe bat has advantage on Wisdom (Perception) checks that rely on hearing.BiteMelee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.Bite||1Bearded DevilMediumfiend (devil)lawful evil13 (natural armor)52 (8d8 + 16)30 ft.16151591111Str +5, Con +4, Wis +2cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.10Infernal, telepathy 120 ft.3\n 700Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.SteadfastThe devil can't be frightened while it can see an allied creature within 30 feet of it.MultiattackThe devil makes two attacks: one with its beard and one with its glaive.BeardMelee 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+2GlaiveMelee 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+3BehirHugemonstrosityneutral evil17 (natural armor)168 (16d12 + 64)50 ft., climb 40 ft.23161871412Perception +6, Stealth +7lightningdarkvision 90 ft.16Draconic117,200MultiattackThe behir makes two attacks: one with its bite and one to constrict.BiteMelee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.Bite|10|3d10+6ConstrictMelee 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+6Lightning 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||12d10SwallowThe 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||6d6BeholderLargeaberrationlawful evil18 (natural armor)189 (19d10 + 76)0 ft., fly 20 ft. (hover)101418171517Int +8, Wis +7, Cha +8Perception +12pronedarkvision 120 ft.22Deep Speech, Undercommon1310,000Antimagic ConeThe 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.Bite|5|4d6Eye RaysThe 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 RayThe beholder uses one random eye ray.Beholder ZombieLargeundeadneutral evil15 (natural armor)93 (11d10 + 33)0 ft., fly 20 ft. (hover)10816385Wis +2poisonpoisoneddarkvision 60 ft.9understands Deep Speech and Undercommon but can't speak5\n 1,800Undead FortitudeIf 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.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.Bite|3|4d6Eye RayThe 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.BerserkerMediumhumanoid (any race)any chaotic alignment13 (hide armor)67 (9d8 + 27)30 ft.161217911910any one language (usually Common)2\n 450RecklessAt 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.GreataxeMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.|5|1d12+3Black BearMediumbeastunaligned11 (natural armor)19 (3d8 + 6)40 ft., climb 30 ft.1510142127131/2\n 100Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.Bite|3|1d6+2ClawsMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.Claws|3|2d4+2Black Dragon WyrmlingMediumdragonchaotic evil17 (natural armor)33 (6d8 + 6)30 ft., fly 60 ft., swim 30 ft.151413101113Dex +4, Con +3, Wis +2, Cha +3Perception +4, Stealth +4acidblindsight 10 ft., darkvision 60 ft.14Draconic2\n 450AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.Bite|4|1d10+2Acid 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||5d8Black PuddingLargeoozeunaligned785 (10d10 + 30)20 ft., climb 20 ft.16516161acid, cold, lightning, slashingblinded, charmed, deafened, exhaustion, frightened, proneblindsight 60 ft. (blind beyond this radius)84\n 1,100AmorphousThe pudding can move through a space as narrow as 1 inch wide without squeezing.Corrosive FormA 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||1d8Spider ClimbThe pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.PseudopodMelee 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+4d8SplitWhen 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 DogMediumfeylawful good1322 (4d8 + 4)40 ft.121712101311Perception +3, Stealth +510Blink Dog, understands Sylvan but can't speak it1/450Keen Hearing and SmellThe dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.Bite|3|1d6+1Teleport (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 HawkSmallbeastunaligned127 (2d6)10 ft., fly 60 ft.614103145Perception +4141/8\n 25Keen SightThe hawk has advantage on Wisdom (Perception) checks that rely on sight.Pack TacticsThe 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.BeakMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.Beak|4|1d4+2Blue Dragon WyrmlingMediumdragonlawful evil17 (natural armor)52 (8d8 + 16)30 ft., burrow 15 ft., fly 60 ft.171015121115Dex +2, Con +4, Wis +2, Cha +4Perception +4, Stealth +2lightningblindsight 10 ft., darkvision 60 ft.14Draconic3\n 700BiteMelee 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+1d6Lightning 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||4d10Blue SlaadLargeaberrationchaotic neutral15 (natural armor)123 (13d10 + 52)30 ft.201518779Perception +1acid, cold, fire, lightning, thunderdarkvision 60 ft.11Slaad, telepathy 60 ft.72,900Magic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsRegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe slaad makes three attacks: one with its bite and two with its claws.BiteMelee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.Bite|8|2d6+5ClawMelee 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+5BoarMediumbeastunaligned11 (natural armor)11 (2d8 + 2)40 ft.13111229591/450ChargeIf 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||1d6Relentless (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.TuskWeapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.Tusk|3|1d6+1Bone DevilLargefiend (devil)lawful evil19 (natural armor)142 (15d10 + 60)40 ft., fly 40 ft.181618131416Int +5, Wis +6, Cha +7Deception +7, Insight +6cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.9Infernal, telepathy 120 ft.128,400Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes three attacks: two with its claws and one with its sting.MultiattackThe devil makes three attacks: two with its claws and one with its sting.ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.Claw|8|1d8+4ClawMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.Claw|8|1d8+4StingMelee 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+4StingMelee 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+4Bone Devil PolearmLargefiend (devil)lawful evil19 (natural armor)142 (15d10 + 60)40 ft., fly 40 ft.181618131416Int +5, Wis +6, Cha +7Deception +7, Insight +6cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.9Infernal, telepathy 120 ft.128,400Bone Naga (Guardian)Largeundeadlawful evil15 (natural armor)58 (9d10 + 9)30 ft.151612151516poisoncharmed, exhaustion, paralyzed, poisoneddarkvision 60 ft.12Common plus one other language4\n 1,100SpellcastingThe 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 curseBiteMelee 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+3d6mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curseBone Naga (Spirit)Largeundeadlawful evil15 (natural armor)58 (9d10 + 9)30 ft.151612151516poisoncharmed, exhaustion, paralyzed, poisoneddarkvision 60 ft.12Common plus one other language4\n 1,100SpellcastingThe 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 boltBiteMelee 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+3d6mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning boltBrass Dragon WyrmlingMediumdragonchaotic good16 (natural armor)16 (3d8 + 3)30 ft., burrow 15 ft., fly 60 ft.151013101113Dex +2, Con +3, Wis +2, Cha +3Perception +4, Stealth +2fireblindsight 10 ft., darkvision 60 ft.14Draconic1\n 200BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.Bite|4|1d10+2Breath 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||4d6Bronze Dragon WyrmlingMediumdragonlawful good17 (natural armor)32 (5d8 + 10)30 ft., fly 60 ft., swim 30 ft.171015121115Dex +2, Con +4, Wis +2, Cha +4Perception +4, Stealth +2lightningblindsight 10 ft., darkvision 60 ft.14Draconic2\n 450AmphibiousThe dragon can breathe air and water.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.Bite|5|1d10+3Breath 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||3d10Brown BearLargebeastunaligned11 (natural armor)34 (4d10 + 12)40 ft., climb 30 ft.1910162137Perception +3131\n 200Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteWeapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.Bite|5|1d8+4ClawsMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.Claws|5|2d6+4BugbearMediumhumanoid (goblinoid)chaotic evil16 (hide armor, shield)27 (5d8 + 5)30 ft.1514138119Stealth +6, Survival +2darkvision 60 ft.10Common, Goblin1\n 200BruteA melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Surprise AttackIf 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||2d6MorningstarMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.Morningstar|4|2d8+2JavelinMelee 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+2Ranged|4|1d6+2Bugbear ChiefMediumhumanoid (goblinoid)chaotic evil17 (chain shirt, shield)65 (10d8 + 20)30 ft.171414111211Intimidation +2, Stealth +6, Survival +3darkvision 60 ft.11Common, Goblin3\n 700BruteA melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).Surprise AttackIf 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||2d6Heart of HruggekThe bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.MultiattackThe bugbear makes two melee attacksMorningstarMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage.Morningstar|5|2d8+32JavelinMelee 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+3Ranged|5|1d6+3BuletteLargemonstrosityunaligned17 (natural armor)94 (9d10 + 45)40 ft., burrow 40 ft.1911212105Perception +6darkvision 60 ft., tremorsense 60 ft.165\n 1,800Standing LeapThe bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage.Bite|7|4d12+4Deadly LeapIf 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.BullywugMediumhumanoid (bullywug)neutral evil15 (hide armor, shield)11 (2d8 + 2)20 ft., swim 40 ft.1212137107Stealth +310Bullywug1/450AmphibiousThe bullywug can breathe air and water.Speak with Frogs and ToadsThe bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.Swamp CamouflageThe bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.Standing LeapThe bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.MultiattackThe bullywug makes two melee attacks: one with its bite and one with its spear.BiteMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.|3|1d4+1SpearMelee 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+1CambionMediumfiendany evil alignment19 (scale mail)82 (11d8 + 33)30 ft., fly 60 ft.181816141216Str +7, Con +6, Int +5, Cha +6Deception +6, Intimidation +6, Perception +4, Stealth +7cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weaponsdarkvision 60 ft.14Abyssal, Common, Infernal5\n 1,800Fiendish BlessingThe AC of the cambion includes its Charisma bonus.Innate SpellcastingThe 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 magic1/day: plane shift (self only)MultiattackThe cambion makes two melee attacks or uses its Fire Ray twice.SpearMelee 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+4Two Handed|7|1d8+4Fire RayRanged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.Fire Ray|7|3d6Fiendish CharmOne 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 shiftCamelLargebeastunaligned915 (2d10 + 4)50 ft.1681428591/8\n 25BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.Bite|5|1d4Carrion CrawlerLargemonstrosityunaligned13 (natural armor)51 (6d10 + 18)30 ft., climb 30 ft.1413161125Perception +3darkvision 60 ft.132\n 450Keen SmellThe carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.Spider ClimbThe carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.MultiattackThe carrion crawler makes two attacks: one with its tentacles and one with its bite.TentaclesMelee 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+2BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.Bite|4|2d4+2CatTinybeastunaligned122 (1d4)40 ft., climb 30 ft.315103127Perception +3, Stealth +413010Keen SmellThe cat has advantage on Wisdom (Perception) checks that rely on smell.ClawsMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.Claws||1Cave BearLargebeastunaligned12 (natural armor)42 (5d10 + 15)40 ft., swim 30 ft.2010162137Perception +3darkvision 60 ft.132\n 450Keen SmellThe bear has advantage on Wisdom (Perception) checks that rely on smell.MultiattackThe bear makes two attacks: one with its bite and one with its claws.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.Bite|7|1d8+5ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.Claws|7|2d6+5CentaurLargemonstrosityneutral good1245 (6d10 + 12)50 ft.18141491311Athletics +6, Perception +3, Survival +313Elvish, Sylvan2\n 450ChargeIf 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||3d6MultiattackThe centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.PikeMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.|6|1d10+4HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.|6|2d6+4LongbowRanged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.|4|1d8+2Chain DevilMediumfiend (devil)lawful evil16 (natural armor)85 (10d8 + 40)30 ft.181518111214Con +7, Wis +4, Cha +5cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silveredfire, poisonpoisoneddarkvision 120 ft.8Infernal, telepathy 120 ft.117,200Devil's SightMagical darkness doesn't impede the devil's darkvision.Magic ResistanceThe devil has advantage on saving throws against spells and other magical effects.MultiattackThe devil makes two attacks with its chains.ChainMelee 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+4Animate 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 MaskWhen 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.ChasmeLargefiend (demon)chaotic evil15 (natural armor)84 (13d10 + 13)20 ft., fly 60 ft.151512111410Dex +5, Wis +5Perception +5cold, fire, lightningpoisonpoisonedblindsight 10 ft., darkvision 120 ft.15Abyssal, telepathy 120 ft.6\n 2,300DroneThe 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 ResistanceThe chasme has advantage on saving throws against spells and other magical effects.Spider ClimbThe chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.ProboscisMelee 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+7d6Variant: 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.ChimeraLargemonstrositychaotic evil14 (natural armor)114 (12d10 + 48)30 ft., fly 60 ft.19111931410Perception +8darkvision 60 ft.18understands Draconic but can't speak6\n 2,300MultiattackThe 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.BiteMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.|7|2d6+4HornsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.|7|1d12+4ClawsMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.|7|2d6+4Fire 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.||7d8ChuulLargeaberrationchaotic evil16 (natural armor)93 (11d10 + 33)30 ft., swim 30 ft.1910165115Perception +4poisonpoisoneddarkvision 60 ft.14understands Deep Speech but can't speak4\n 1,100AmphibiousThe chuul can breathe air and water.Sense MagicThe chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.MultiattackThe chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.PincerMelee 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+4TentaclesOne 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 GolemLargeconstructunaligned14 (natural armor)133 (14d10 + 56)20 ft.20918381acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantinecharmed, exhaustion, frightened, paralyzed, petrified, poisoneddarkvision 60 ft.9understands the languages of its creator but can't speak95,000Acid AbsorptionWhenever 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.BerserkWhenever 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 FormThe golem is immune to any spell or effect that would alter its form.Magic ResistanceThe golem has advantage on saving throws against spells and other magical effects.Magic WeaponsThe golem's weapon attacks are magical.MultiattackThe golem makes two slam attacks.SlamMelee 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+5Haste (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.CloakerLargeaberrationchaotic neutral14 (natural armor)78 (12d10 + 12)10 ft., fly 40 ft.171512131214Stealth +5darkvision 60 ft.11Deep Speech, Undercommon83,900Damage TransferWhile attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.False AppearanceWhile the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.Light SensitivityWhile in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.MultiattackThe cloaker makes two attacks: one with its bite and one with its tail.BiteMelee 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+3TailMelee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.Tail|6|1d8+3MoanEach 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 GiantHugegiantneutral good (50%) or neutral evil (50%)14 (natural armor)200 (16d12 + 96)40 ft.271022121616Con +9, Wis +7, Cha +7Insight +7, Perception +717Common, Giant95,000Keen SmellThe giant has advantage on Wisdom (Perception) checks that rely on smell.Innate SpellcastingThe giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light3/day each: feather fall, fly, misty step, telekinesis1/day each: control weather, gaseous formMultiattackThe giant makes two morningstar attacks.MorningstarMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.Morningstar|12|3d8+8RockRanged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.Rock|12|4d10+8detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous formCockatriceSmallmonstrosityunaligned1127 (6d6 + 6)20 ft., fly 40 ft.612122135darkvision 60 ft.111/2\n 100BiteMelee 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+1CommonerMediumhumanoid (any race)any alignment104 (1d8)30 ft.10101010101010any one language (usually Common)010ClubMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.|2|1d4Constrictor SnakeLargebeastunaligned1213 (2d10 + 2)30 ft., swim 30 ft.1514121103blindsight 10 ft.101/450BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.Bite|4|1d6+2ConstrictMelee 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+2Copper Dragon WyrmlingMediumdragonchaotic good16 (natural armor)22 (4d8 + 4)30 ft., climb 30 ft., fly 60 ft.151213141113Dex +3, Con +3, Wis +2, Cha +3Perception +4, Stealth +3acidblindsight 10 ft., darkvision 60 ft.14Draconic1\n 200BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.Bite|4|1d10+2Breath 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||4d8CouatlMediumcelestiallawful good19 (natural armor)97 (13d8 + 39)30 ft., fly 90 ft.162017182018Con +5, Wis +7, Cha +6radiantpsychic; bludgeoning, piercing, and slashing from nonmagical weaponstruesight 120 ft.15all, telepathy 120 ft.4\n 1,100Innate SpellcastingThe 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 thoughts3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield1/day each: dream, greater restoration, scryingMagic WeaponsThe couatl's weapon attacks are magical.Shielded MindThe couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.BiteMelee 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+5ConstrictMelee 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+3Change ShapeThe 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, scryingCrabTinybeastunaligned11 (natural armor)2 (1d4)20 ft., swim 20 ft.21110182Stealth +2blindsight 30 ft.9010AmphibiousThe crab can breathe air and water.ClawMelee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.Claw||1Crawling ClawTinyundeadneutral evil122 (1d4)20 ft., climb 20 ft.1314115104poisonpoisonedblindsight 30 ft. (blind beyond this radius)10understands Common but can't speak010Turn ImmunityThe claw is immune to effects that turn undead.ClawMelee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice) .Claw|3|1d4+1CrocodileLargebeastunaligned12 (natural armor)19 (3d10 + 3)20 ft., swim 20 ft.1510132105Stealth +2101/2\n 100Hold BreathThe crocodile can hold its breath for 15 minutes.BiteMelee 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 targetBite|4|1d10+2Cult FanaticMediumhumanoid (any race)any non-good alignment13 (leather armor)22 (6d8 + 6)30 ft.111412101314Deception +4, Persuasion +4, Religion +210any one language (usually Common)2\n 450Dark DevotionThe fanatic has advantage on saving throws against being charmed or frightened.SpellcastingThe 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 weaponMultiattackThe fanatic makes two melee attacks.DaggerMelee 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+2light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weaponCultistMediumhumanoid (any race)any non-good alignment12 (leather armor)9 (2d8)30 ft.111210101110Deception +2, Religion +210any one language (usually Common)1/8\n 25Dark DevotionThe cultist has advantage on saving throws against being charmed or frightened.ScimitarMelee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.|3|1d6+1CyclopsHugegiantchaotic neutral14 (natural armor)138 (12d12 + 60)30 ft.22112086108Giant6\n 2,300Poor Depth PerceptionThe cyclops has disadvantage on any attack roll against a target more than 30 ft. away.MultiattackThe cyclops makes two greatclub attacks.GreatclubMelee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.|9|3d8+6RockRanged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.|9|4d10+6DaoLargeelementalneutral evil18 (natural armor)187 (15d10 + 105)30 ft., burrow 30 ft., fly 30 ft.231224121314Int +5, Wis +5, Cha +6petrifieddarkvision 120 ft.11Terran117,200Earth GlideThe dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.Elemental DemiseIf the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.Innate SpellcastingThe 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 shape3/day each: passwall, move earth, tongues1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stoneSure-FootedThe dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.Variant: Genie PowersGenies 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.MultiattackThe Dao makes two fist attacks or two maul attacks.FistMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.Fist|10|2d8+6MaulMelee 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+6detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stoneDarkmantleSmallmonstrosityunaligned1122 (5d6 + 5)10 ft., fly 30 ft.1612132105Stealth +3blindsight 60 ft.101/2\n 100EcholocationThe darkmantle can't use its blindsight while deafened.False AppearanceWhile the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.CrushMelee 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+3Darkness 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 DogMediummonstrosityneutral evil1239 (6d8 + 12)40 ft.1514143136Perception +5, Stealth +4darkvision 120 ft.151\n 200Two-HeadedThe dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.MultiattackThe dog makes two bite attacks.BiteMelee 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+2Death KnightMediumundeadchaotic evil20 (plate, shield)180 (19d8 + 95)30 ft.201120121618Dex +6, Wis +9, Cha +10necrotic, poisonexhaustion, frightened, poisoneddarkvision 120 ft.13Abyssal, Common1718,000Magic ResistanceThe death knight has advantage on saving throws against spells and other magical effects.Marshal UndeadUnless 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.SpellcastingThe 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)MultiattackThe death knight makes three longsword attacks.LongswordMelee 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+4d8Two Handed|11|1d10+5+4d8Hellfire 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.ParryThe 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 waveDeath SlaadMediumaberration (shapechanger)chaotic evil18 (natural armor)170 (20d8 + 80)30 ft.201519151016Arcana +6, Perception +8acid, cold, fire, lightning, thunderblindsight 60 ft., darkvision 60 ft.18Slaad, telepathy 60 ft.105,9005,900ShapechangerThe 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 SpellcastingThe 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 image2/day each: fear, fireball, fly, tongues1/day each: cloudkill, plane shiftMagic ResistanceThe slaad has advantage on saving throws against spells and other magical effectsMagic WeaponsThe slaad's weapon attacks are magical.RegenerationThe slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.Variant: Control GemImplanted 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.MultiattackThe 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+2d6Claws (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+2d6GreatswordMelee 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+2d6detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shiftDeath TyrantLargeundeadlawful evil19 (natural armor)187 (25d10 + 50)0 ft., fly 20 ft. (hover)101414191519Str +5, Con +7, Int +9, Wis +7, Cha +9Perception +12poisoncharmed, exhaustion, paralyzed, petrified, poisoned, pronedarkvision 120 ft.22Deep Speech, Undercommon1411,500Negative Energy ConeThe 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.BiteMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.Bite|5|4d6Eye RaysThe 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 RayThe death tyrant uses one random eye ray.Deep Gnome (Svirfneblin)Smallhumanoid (gnome)neutral good15 (chain shirt)16 (3d6 + 6)20 ft.15141412109Investigation +3, Perception +2, Stealth +4darkvision 120 ft.12Gnomish, Terran, Undercommon1/2\n 100Stone CamouflageThe gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Gnome CunningThe gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.Innate SpellcastingThe 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 selfWar PickMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.War Pick|4|1d8+2Poisoned DartRanged 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 successPoisoned Dart|4|1d4+2nondetection, blindness/deafness, blur, disguise selfDeerMediumbeastunaligned134 (1d8)50 ft.111611214512010BiteMelee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.Bite|2|1d4DemilichTinyundeadneutral evil20 (natural armor)80 (20d4)0 ft., fly 30 ft. (hover)12010201720Con +6, Int +11, Wis +9, Cha +11bludgeoning, piercing, and slashing from magic weaponsnecrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunnedtruesight 120 ft.131820,000AvoidanceIf 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 ImmunityThe 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 DrainThe 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.FlightThe demilich flies up to half its flying speed.Cloud of DustThe 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.DevaMediumcelestiallawful good17 (natural armor)136 (16d8 + 64)30 ft., fly 90 ft.181818172020Wis+9, Cha +9Insight +7, Perception +9radiant; bludgeoning, piercing, and slashing from nonmagical weaponscharmed, exhaustion, frighteneddarkvision 120 ft.19all, telepathy 120 ft.105,9005,900Angelic WeaponsThe 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 SpellcastingThe 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 good1/day each: commune, raise deadMagic ResistanceThe deva has advantage on saving throws against spells and other magical effects.MultiattackThe deva makes two melee attacks.MaceMelee 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+4d8Healing 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 ShapeThe 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 deadDire WolfLargebeastunaligned14 (natural armor)37 (5d10 + 10)50 ft.1715153127Perception +3, Stealth +4131\n 200Keen Hearing and SmellThe wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.Pack TacticsThe 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.BiteMelee 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+3Displacer BeastLargemonstrositylawful evil13 (natural armor)85 (10d10 + 30)40 ft.1815166128darkvision 60 ft.113\n 700AvoidanceIf 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 .DisplacementThe 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.MultiattackThe displacer beast makes two attacks with its tentacles.TentacleMelee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.Tentacle|7|1d6+4DjinniLargeelementalchaotic good17 (natural armor)161 (14d10 + 84)30 ft., fly 90 ft.211522151620Dex +6, Wis +7, Cha +9lightning, thunderdarkvision 120 ft.13Auran117,200Elemental DemiseIf the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.Innate SpellcastingThe 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 walk1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shiftVariant: Genie PowersGenies 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.MultiattackThe djinni makes three scimitar attacks.ScimitarMelee 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+1d6Create WhirlwindA 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 shiftDoppelgangerMediummonstrosity (shapechanger)unaligned1452 (8d8 + 16)30 ft.111814111214Deception +6, Insight +3charmeddarkvision 60 ft.11Common3\n 700ShapechangerThe 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.AmbusherThe doppelganger has advantage on attack rolls against any creature it has surprised.Surprise AttackIf 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||3d6MultiattackThe doppelganger makes two melee attacks.SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.|6|1d6+4Read ThoughtsThe 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 HorseLargebeastunaligned1019 (3d10 + 3)40 ft.1810122117101/450HoovesMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.Hooves|6|2d4+4Dragon TurtleGargantuandragonneutral20 (natural armor)341 (22d20 + 10)20 ft., swim 40 ft.251020101212Dex +5, Con +10, Wis +6firedarkvision 120 ft.11Aquan, Draconic1718,000AmphibiousThe dragon turtle can breathe air and water.MultiattackThe 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.BiteMelee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.Bite|12|3d12+7ClawMelee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.Claw|12|2d8+7TailMelee 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+7Steam 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