ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAE
1
NAMERACE
CR -or-
LEVEL
TYPECLASS
ALGNMNT
SIZE
ACHPSPEED
STR
DEX
CON
INT
WIS
CHA
PROF
BONUS
SKILLS
PASSIVE
PERCPTN
SENSESFEATURES# OF ATKSACTION 1ACTION 2ACTION 3ACTION 4ACTION 5ACTION 6NOTESLIMITED CAPABILITIESMAX
2
Bat0BeastUT1215'
fly 30'
21582124+211Blindsight 60'Echolocation
The bat can't use its blindsight while deafened.

Keen Hearing
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
1Name: Bite
To Hit: 1d20
Pierce: 1d1
Reach: 5'
3
Owl0BeastNT1115'
fly 60'
31382127+2Perception +3
Stealth +3
13Darkvision 120'Flyby
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.


Keen Hearing and Sight
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
1Name: Talons
To Hit: +3
Slash: 1d1
Reach: 5'
4
Blink Dog0.25FeyLGM132240'121712101311+2Perception +3
Stealth +5
13Languages
Understands Sylvan but can't speak it

Keen Hearing and Smell
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
1Name: Bite
To Hit: +3
Pierce: 1d6+1
Reach: 5'
Name: Teleport
Recharge: 4-6
Name: Teleport
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
5
Giant Owl0.25BeastNL12195'
fly 60'
13151281310+2Perception +5
Stealth +4
15Darkvision 120'Languages
Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak

Flyby
The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight
The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
1Name: Talons
To Hit: +3
Slash: 2d6+1
Reach: 5'
6
Goblin0.25HumanoidNES15730'814101088+2Stealth +69Darkvision 60'Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
1Name: Scimitar
To Hit: +4
Slash: 1d6+2
Reach: 5'
Name: Shortbow
To Hit: +4
Pierce: 1d6+2
Reach: 80'/320'
7
Panther0.25BeastUM121350'
climb 40'
1415103147+2Perception +4
Stealth +6
14Keen Smell
The panther has advantage on Wisdom (Perception) checks that rely on smell.

Pounce
If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
1Name: Bite
To Hit: +4
Pierce: 1d6+4
Reach: 5'
Name: Claw
To Hit: +4
Slash: 1d4+2
Reach: 5'
8
Crocodile0.5BeastUL121920'
swim 30'
1510132105+2Stealth +210Hold Breath
The crocodile can hold its breath for 15 minutes.
1Name: Bite
To Hit: +4
Pierce: 1d10+2
Reach: 5'
Name: Bite
The target is grappled (escape DC 12) Until this grapple ends, the target is restrained, and the crocodile can't bite another target
9
Orc0.5HumanoidCEM131530'16121671110+2Intimidation +210Darkvision 60'Aggressive
As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
1Name: Greataxe
To Hit: +5
Slash: 1d12+3
Reach: 5'
Name: Javelin (melee)
To Hit: +5
Slash: 1d6+3
Reach: 5'
Name: Javelin (range)
To Hit: +5
Slash: 1d6+3
Reach: 30'/120'
10
Animated Chain1ConstructUL141930'151412151+27Blindsight 30' (blind beyond this radius)Damage Immunities
Poison, Psychic

Condition Immunities
Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Antimagic Susceptibility
The animated chain is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the book must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance
While the chain remains motionless, it is indistinguishable from a normal chain.
Name: Constrict
To Hit: +4
Bludgeon: 1d8+2
Reach: 5'
Name: Constrict
The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the chain can’t constrict another target.

Name: Notes
Wherever animated chains are left, they are arranged in numbers to protect the places they keep. Sometimes, they hang from one end, such as from a ceiling, and sometimes, to the contrary, they may lurk at the bottom of a well. They fall down or spring out, either to hang adventurers, to drag them into the depths of a hole or gap, or even to try and impale them on stakes affixed to the walls. These artificial creatures are designed to work in groups.
11
Brown Bear1BeastUL113440'
climb 30'
1910162137+2Perception +313Keen Smell
Advantage on smell based Perception checks.
2
Bite & Claw
Name: Bite
To Hit: +5
Pierce: 1d8+4
Reach: 5'
Name: Claw
To Hit: +5
Slash: 2d6+4
Reach: 5'
12
Crag Cat1BeastUL133440'1617164148+2Perception +4
Stealth +7
14Darkvision 60'Nondetection
Can't be targeted or detected by any divination magic or perceived through magical scrying sensors.

Pounce
If the cat moves at least 20' 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, that cat can make one bite attack against it as a bonus action.

Spell Turning
The cat has advantage on saving throws against any spell that tagets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead tagets the caster.
1Name: Bite
To Hit: +5
Pierce: 1d10+3
Reach: 5'
Name: Claw
To Hit: +5
Slash: 1d8+3
Reach: 5'
13
Dire Wolf1BeastUL143750'1715153127+2Perception +3
Stealth +4
13Keen Hearing and Smell
The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics
The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5' of the creature and the ally isn't incapacitated.
1Name: Bite
To Hit: +5
Pierce: 2d6+3
Reach: 5'
Name: Bite
On Hit: If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
14
Giant Eagle 1BeastNGL132610'
fly 80'
16171381410+2Perception +414Languages
Giant Eagle, Understands Common And Auran But Can't Speak

Keen Sight
The eagle has advantage on Wisdom (Perception) checks that rely on sight.
2
Beak & Talons
Name: Beak
To Hit: +5
Pierce: 1d6+3
Reach: 5'
Name: Talons
To Hit: +5
Slash: 2d6+3
Reach: 5'
15
Giant Spider1BeastUL142630'
climb 30'
1416122114+2Stealth +710Blindsight 10'
Darkvision 60'
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker
The spider ignores movement restrictions caused by webbing.
1Name: Bite
To Hit: +5
Pierce: 1d8+3
Reach: 5'
Poison: 2d8
DC: 11 vs Con
Name: Web
To Hit: +5
Reach: 30/60'
Recharge: 5-6
Area: 1 Creature
Name: Bite
Half as much damage on a successful saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Name: Web
The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
16
Giant Toad1BeastUL113920'
swim 40'
1513132103+2Perception +313Darkvision 30'Amphibious
The toad can breathe air and water

Standing Leap
The toad's long jump is up to 20' and its high jump is up to 10', with or without a running start.
1Name: Bite
To Hit: +4
Pierce: 1d10+2
Reach: 5'
Poison: 1d10
DC: No save
Name: Swallow
To Hit: +4
Reach: Grappled target
Name: Bite
The target is grappled (escape dc 13). Until this grapple ends, the target is Restrained, and the toad can't bite another target

Name: Swallow
The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
17
Ice Spider1BeastUL142630'
climb 30'
1416122114+2Stealth +710Blindsight 10'
Darkvision 60'
Damage Resistance: Cold

Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker
The spider ignores movement restrictions caused by webbing.
Name: Bite
To Hit: +5
Pierce: 1d8+3
Reach: 5'
Poison: 2d8
DC: 11 vs Con
Name: Web
To Hit: +5
Reach: 30/60'
Recharge: 5-6
Area: 1 Creature
Name: Bite
Half as much damage on a successful saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Name: Web
The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
18
Lion1BeastUL122650'1715133128+2Perception +3
Stealth +6
13Keen Smell
The lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics
The lion has advantage on an Attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Pounce
If the lion moves at least 20 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 lion can make one bite Attack against it as a Bonus Action.

Running Leap
With a 10-foot running start, the lion can long jump up to 25 ft..
1*Name: Bite
To Hit: +5
Pierce: 1d8+3
Reach: 5'
Name: Claw
To Hit: +5
Slash: 1d6+3
Reach: 5'
19
Quasit1FiendCET13740'5171071010+2Stealth +514Darkvision 120'Damage Resistances
cold, fire, lightning
bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities
Poison

Condition Immunities
Poisoned

Languages
Abyssal, Common

Shapechanger
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back to its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Magic Resistance
The quasit has advantage on saving throws against spells and other magical effects.
1Name: Claws
To Hit: +4
Pierce: 1d4+3
Reach: 5'
Poison: 2d4
DC: 10 vs Con
Name: InvisibilityName: Claws
(Bite in beast form)
On a failed save, 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.

Name: Scare
One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

Name: Invisibility
The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Name: Scare1/day
20
Awakened Tree2PlantUH135920'1961510107+210Vulnerabilities: Fire

Damage Resistance: Bludgeoning, Piercing

Languages: One Language Known By Its Creator

False Appearance: While the tree remains motionless, it is indistinguishable from a normal tree.
1Name: Slam
To Hit: +6
Bludgeon: 3d6+4
Reach: 10'
21
Cave Bear2BeastUL124240'
swim 30'
2010162137+2Perception +313Darkvision 60'Keen Smell
The bear has advantage on Wisdom (Perception) checks that rely on smell.
2
Bite & Claws
Name: Bite
To Hit: +7
Pierce: 1d8+5
Reach: 5'
Name: Claw
To Hit: +7
Slash: 2d6+5
Reach: 5'
22
Gelatinous Cube2OozeUL68415'14320161+28Blind Sense 60'
(blind beyond 60')
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Ooze Cube
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent
Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
1Name: Pseudopod
To Hit: +4
Necrotic: 3d6
Reach: 5'
Name: EngulfName: Engulf
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
23
Giant Elk2BeastUH144260'19161471410+2Perception +414Charge
If the elk moves at least 20' straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
1Name: Ram
To Hit: +6
Bludgeon: 2d6+4
Reach: 10'
Name: Hooves
To Hit: +6
Bludgeon: 4d8+4
Reach: 5'
24
Ogre2GiantCEL115940'19816577+28Darkvision 60'1Name: Greatclub
To Hit: +6
Bludgeon: 2d8+4
Reach: 5'
Name: Javelin Melee
To Hit: +6
Pierce: 2d6+4
Reach: 5'
Name: Javelin Ranged
To Hit: +6
Pierce: 2d6+4
Reach: 30'/120'
25
Polar Bear2BeastUL124240'
swim 30'
2010162137+2Perception +313Keen Smell
The bear has advantage on Wisdom (Perception) checks that rely on smell.
2
Bite & Claws
Name: Bite
To Hit: +7
Pierce: 1d8+5
Reach: 5'
Name: Claws
To Hit: +7
Pierce: 2d6+5
Reach: 5'
26
Quetzalcoatlus2BeastUH133010'
fly 80'
1513132105+2Perception +212Dive Attack
If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Flyby
The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.
1Name: Beak
To Hit: +4
Pierce: 3d6+2
Reach: 10'
27
Bitter-RootWild Elf2HumanoidForest DruidNM11/162735'101413121611+2Medicine +4
Nature +3
Perception +8
18Darkvision 60'Fey Ancestry
Bitter-root has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Spellcasting
The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
1Name: Quarterstaff
To Hit: +3
Bludgeon: 1d6
Reach: 5'
Name: Shillelagh (cantrip)
To Hit: +5
Bludgeon: 1d8
Reach: 5'
28
Assassin
Vine
3PlantUL13855'
climb 5'
1810161101+210Blindsight 30'Damage Resistances: cold, fire

Condition Immunities: blinded, deafened, exhaustion, prone

Trait: While the assassin vine remains motionless, it is indistinguishable from a normal plant.
1Name: Constriction
To Hit: +6
Bludgeon: 2d6+4
Reach: 20'
Name: Entangling Vines
Reach: 30'
Area: 15' Square
Name: Constriction
On Hit: Grappled (escape DC 14 vs Str or Dex). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.

Name: Entangling Vines
The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
29
Giant Scorpion3BeastUL155240'151315193+29Blindsight 60'3
Sting & Claws
Name: Claws
To Hit: 2x 1d20+4
Bludgeon: 2x 1d8+2
Reach: 5'
Name: Sting
To Hit: +4
Pierce: 1d10+2
Reach: 5'
Poison: 4d10
DC: 12 vs Con
Name: Claws
On Hit: target is grappled (Escape DC 12) The scorpion has two claws, each of which can grapple only one target

Name: Sting
The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
30
Giant Snapping Turtle3BeastUL177530'
swim 40'
1910142125+211Darkvision 60'Amphibious
The turtle can breathe air and water.

Stable
Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.
1Name: Bite
To Hit: +6
Slash: 4d6+4
Reach: 5'
31
Hell Hound3FiendLEM154550'1712146136+2Perception +515Darkvision 60'Keen Hearing and Smell
The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics
The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
1Name: Bite
To Hit: +5
Pierce: 1d8+3
Reach: 5'
Fire: 2d6
Name: Fire Breath
Fire: 6d6
Recharge: 5-6
Area: 15' cone
DC: 12 vs Dex
Name: Fire Breath
Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
32
Hook Horror Spore Servant3PlantUM157520'
climb 20'
181015261+28Blindsight 30' (blind beyond this radius)Conditional Immunities: blinded, charmed, frightened, paralyzed2Name: Hook
To Hit: 2x 1d20+6
Pierce: 2x 2d6+4
Reach: 10'
33
Air Elemental5ElementalNL15900'
fly 90'
1420146106+310Darkvision 60'Air Form
The elemental can enter a Hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Damage Resistance
Lightning, Thunder
Bludgeoning, Piercing, Slashing (non-magical attacks)

Damage Immunities: Poison

Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Languages: Auran
2Name: Slam
To Hit: 2x 1d20+8
Bludgeon: 2x 2d8+5
Reach: 5'
Name: Whirlwind
Recharge: 4-6
Bludgeon: 3d8+2
Area: Self
DC: 13 vs Str
--
Bludgeon: 2d6
Name: Whirlwind
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.
34
Beholder Zombie5UndeadNEL15930'
fly 20'
10816385+3Saving Throws Wis +2 9Darkvision 60'Undead Fortitude
If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Damage Immunities
poison

Condition Immunities
poisoned
5
Bite & Each Ray Once
Name: Bite
To Hit: +3
Pierce: 4d6
Reach: 5'
Name: Eye Ray
Ray Selection: 1d4+2
Name: Paralyzing Ray
Range: 60'
Name: Fear Ray
Range: 60'
Name: Enervation Ray
Range: 60'
Necrotic: 8d8
DC: 14 vs Con
Name: Disintigration Ray
Range: 60'
Name: Eye Ray
The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.

DADS Note: Roll Action 2 (Eye Ray). The resulting value is the Action number to be rolled as the ray attack on that turn.

Name: 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 a success

Name: 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.

Name: 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.

Name: 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.
35
Earth Elemental5ElementalNL1712630'
burrow 30'
208205105+310Darkvision 60'
Tremorsense 60'
Earth Glide
The elemental can Burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster
The elemental deals double damage to Objects and structures.

Vulnerabilities: Thunder

Damage Resistance:
Bludgeoning, Piercing, and Slashing (non-magical attacks)

Damage Immunities: Poison

Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious

Languages: Terran
2Name: Slam
To Hit: 2x 1d20+8
Bludgeon: 2x 2d8+5
Reach: 10'
36
Fire Elemental5ElementalNL1310250'1017166107+310Darkvision 60'Fire Form
The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a Hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination
The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Water Susceptibility
For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Damage Resistance
Bludgeoning, Piercing, and Slashing (non-magical attacks)

Damage Immunities: Fire, Poison

Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Languages: Ignan
2Name: Touch
To Hit: 2x 1d20+6
Fire: 2x 2d6+3
Reach: 5'
Name: Touch
If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
37
Giant Crocodile5BeastUH148530'
swim 50'
219172107+3Stealth +510Hold Breath
The crocodile can hold its breath for 30 minutes.
2
Bite & Tail
Name: Bite
To Hit: +8
Pierce: 3d10+5
Reach: 5'
Name: Tail
To Hit: +8
Pierce: 2d8+5
Reach: 10'
Name: Bite
The target is grappled (escape dc 16) Until this grapple ends, the target is restrained, and the crocodile can't bite another target

Name: Tail
One target not grappled by the crocodile. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone
38
Tanarukk5FiendCEM149530'181320999+3Intimidation +2
Perception +2
12Darkvision 60'Damage Resistances
fire, poison

Languages
Abyssal, Common, Orc

Aggressive
As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.

Magic Resistance
The tanarukk has advantage on saving throws against spells and other magical effects.
2
Bite & Greatsword
Name: Bite
To Hit: +7
Pierce: 1d8+4
Reach: 5'
Name: Greatsword
To Hit: +7
Slash: 2d6+4
Reach: 5'
Name: Unbridled Fury
Timing: Reaction
To Hit: +7
Slash: A 2d6+4
Reach: 5'
Name: Unbridled Fury
As a Reaction to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
39
Water Elemental5ElementalNL1411430'
swim 90'
1814185108+310Darkvision 60'Water Form
The elemental can enter a Hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze
If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Damage Resistance
Acid, Bludgeoning, Piercing, and Slashing (non-magical attacks)

Damage Immunities: Poison

Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Languages:
Aquan
2
Slam
Name: Slam
To Hit: 2x 1d20+7
Bludgeon: 2x 2d8+4
Reach: 5'
Name: Whelm
Recharge: 4-6
Bludgeon: 2d8+4
Area: Self
DC: 15 vs Str
Name: Whelm
Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target Grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
40
Invisible Stalker6ElementalNM1410450'
fly 50' (hover)
161914101511+3Perception +8
Stealth +10
18Darkvision 60'Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities
poison

Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Languages
Auran, understands Common but doesn’t speak it

Invisibility
The stalker is invisible.

Faultless Tracker
The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
2
Slam
Name: Slam
To Hit: 2x 1d20+6
Bludgeon: 2x 2d6+3
Reach: 5'
41
Mammoth6BeastUH1312640'249213116+3Trampling Charge
If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
1Name: Gore
To Hit: +10
Pierce: 4d8+7
Reach: 10'
Name: Stomp
To Hit: +10
Pierce: 4d10+7
Reach: 5'
Name: Stomp
Can only stomp prone targets.
42
Vrock6FiendCEL1510440'
fly 60'
1715188138+3Saving Throws
Dex +5
Wis +4
Cha +2
11Truesight 120'Damage Resistances
cold, fire, lightning
bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities
poison

Condition Immunities
poisoned

Languages
Abyssal, telepathy 120 ft.

Magic Resistance
The glabrezu has advantage on saving throws against spells and other magical effects.
2
Beak & Talons
Name: Beak
To Hit: +6
Pierce: 2d6+3
Reach: 5'
Name: Talons
To Hit: +6
Slash: 2d10+3
Reach: 5'
Name: Spores
Recharge: 6
Poison: 1d10
Area: 15' Radius
DC: 14 vs Con
Name: Spores
A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect.

Name: Stunning Screech
The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.
Name: Stunning Screech1/day
43
Blue Slaad7AberrationCNL1512330201518779+3Perception +1 1Darkvision 60'Damage Resistances
acid, cold, fire, lightning, thunder

Languages
Slaad, telepathy 60 ft.

Magic Resistance
The slaad has advantage on saving throws against spells and other magical effects.

Regeneration
The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
3
Bite & Claws
Name: Bite
To Hit: +8
Pierce: 2d6+5
Reach: 5'
Name: Claws
To Hit: 2x 1d20+8
Slash: 2x 2d6+5
Reach: 5'
Name: Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage.

While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
44
Chain Devil8FiendLEM168530'181518111214+3Saving Throws
Con +7
Wis +4
Cha +5
11Truesight 120'Damage Resistances
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered

Damage Immunities
fire, poison


Condition Immunities
poisoned


Languages
Infernal, telepathy 120'


Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision


Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
2
Chains
Name: Chains
To Hit: +8
Slash: 2d6+6
Reach: 10'
DC: 14 vs Str/Dex
Name: Unnerving Mask
Timing: Reaction
Condition: Frighten
DC: 14 vs Con
Reach: 30'
Name: Unnerving Mask
When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Name: Chains
The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until the grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Name: Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, providing that the chains aren’t being worn or carried.

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 on 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.
Name: Animate Chains1
45
BahldrakHill Dwarf8HumanoidAssassin RogueNEM159025'131616131110+3Acrobatics +7
Deception +4
Perception +4
Stealth +11

Saving Throws
Dex +7
Int +5
14Darkvision 60'Dwarven Resilience
The twins have advantage on saving throws against poison.

Assassinate
During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion
If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Damage Resistance
poison
2Name: Shortsword
To Hit: +7
Pierce: 1d6+3
Reach: 5'
Poison: 7d6
DC: 15 vs Con
Name: Light Crossbow
To Hit: +7
Pierce: 1d8+3
Reach: 80/320'
Poison: 7d6
DC: 15 vs Con
46
BellegiaHill Dwarf8HumanoidAssassin RogueNEM159025'131616131110+3Acrobatics +7
Deception +4
Perception +4
Stealth +11

Saving Throws
Dex +7
Int +5
14Darkvision 60'Dwarven Resilience
The twins have advantage on saving throws against poison.

Assassinate
During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion
If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Damage Resistance
poison
Name: Shortsword
To Hit: +7
Pierce: 1d6+3
Reach: 5'
Poison: 7d6
DC: 15 vs Con
Name: Light Crossbow
To Hit: +7
Pierce: 1d8+3
Reach: 80/320'
Poison: 7d6
DC: 15 vs Con
47
Clay Golem9ConstructUL1413320'20918381+49Darkvision 60'
Damage Immunities
Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't Adamantine


Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned


Languages
Understands The Languages Of Its Creator But Can't Speak


Acid Absorption
Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.


Berserk
Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.


Immutable Form
The golem is immune to any spell or effect that would alter its form.


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


Magic Weapons
The golem's weapon attacks are magical.
2
Slam
Name: Slam
To Hit: 2x 1d20+8
Bludgeon: 2x 2d10+5
Reach: 5'
Name: Haste
Recharge: 5-6
Name: Slam
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

Name: Haste
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.
48
Cloud Giant9Giant
NG or NE
H1420040'271022121616+4Saving Throws
Con +10, Wis +7
Cha +7

Insight +7,
Perception +7
17Languages
Common, Giant


Keen Smell
The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:


Spells
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
2
Morningstar
Name: Morningstar
To Hit: 2x 1d20+12
Bludgeon: 2x 3d8+8
Reach: 10'
Name: Rock
To Hit: +12
Bludgeon: 4d10+8
Reach: 60/240'
49
Fire Giant9GiantLEH1816230'25923101413+4Athletics +11
Perception +6
16Damage Immunities: Fire

2
Greatsword
Name: Greatsword
To Hit: 2x 1d20+11
Slash: 2x 6d6+7
Reach: 10'
Name: Rock
To Hit: +11
Bludgeon: 4d10+7
Reach: 60/240'
50
Glabrezu9FiendCEL1715740'201521191716+4Saving Throws
Str +9
Con +9
Wis +7
Cha +7
13Truesight 120'Damage Resistances
cold, fire, lightning
bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities
poison

Condition Immunities
poisoned

Languages
Abyssal, Telepathy 120'

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

Innate Spellcasting
The glabrezu’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will
darkness, detect magic, dispel magic

1/day each
confusion, fly, power word stun
4
Pincers & Fists
-OR-
Pincers & Cast Spell
Name: Pincers
To Hit: 2x 1d20+9
Bludgeon: 2x 2d10+5
Reach: 10'
Name: Fists
To Hit: 2x 1d20+9
Bludgeon: 2x 2d4+2
Reach: 5'
Name: Pincer
If the target is a medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can only grapple one target.
51
Death Slaad10AberrationCNM1817030'201519151016+4Arcana +6
Perception +8
18Blindsight 60'
Darkvision 60'
3
Bite & Claws
- OR -
Bite & Greatsword
Name: Bite
To Hit: +9
Pierce: 1d8+5
Reach: 5'
Name: Claws
To Hit: 2x 1d20+9
Slash: 2x 1d10+5
Reach: 5'
Necrotic: 2d6
Name: Greatsword
To Hit: 2x 1d20+9
Slash: 2x 2d6+5
Reach: 5'
Necrotic: 2d6
Name: Bite
(Slaad Form Only)

Name: Claws
(Slaad Form Only)
52
Horned Devil11FiendLEL1817820'
60' Fly
221721121617+4Saving Throws
Str +10, Dex +7,
Wis +7, Cha +7
13Darkvision 120'Damage Resistance
Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities
Fire, Poison

Condition Immunities
Poisoned

Languages
Infernal, Telepathy 120'

Devil's Sight
Magical darkness doesn't impede the devil's darkvision.

Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
3
Fork & Tail
- OR -
Hurl Flame in place of any melee attack
Name: Fork
To Hit: 2x 1d20+10
Pierce: 2x 2d8+6
Reach: 10'
Name: Tail
To Hit: +10
Pierce: 1d8+6
Reach: 10'
Necrotic: 3d6
DC: 17 vs Con
Name: Hurl Flame
To Hit: +7
Fire: 4d6
Reach: 150'
Name: Tail
If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) 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 10 (3d6). 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

Name: Hurl Flame
If the target is a flammable object that isn't being worn or carried, it also catches fire
53
SchvaltNalfeshnee13FiendCEL1818420'
fly 30'
211022191215+5Saving Throws
Con +11
Int +9
Wis +6
Cha +7
11Truesight 120'Damage Resistances
cold, fire, lightning
bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities
poison

Condition Immunities
poisoned

Languages
Abyssal, telepathy 120'

Magic Resistance
The nalfeshnee has advantage on saving throws against spells and spell effects.
3
Uses Horror Nimbus if available, then Bite & Claws
Name: Bite
To Hit: +10
Pierce: 5d10+5
Reach: 5'
Name: Claws
To Hit: +10
Slash: 3d6+5
Reach: 10'
Name: Horror Nimbus
Recharge: 5-6
Name: TeleportName: Horror Nimbus
The nalfeshnee magically emits scintillating, colored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee’s Horror Nimbus for the next 24 hours.

Name: Teleport
The nalfeshnee magically teleports along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
54
Ancient Black Dragon21DragonCEG2236740'
fly 80'
swim 40'
271425161519+7Perception +16
Stealth +9
26Blindsight 60'
Darkvision 120'
Amphibious
The dragon can breathe air and water.

Saving Throws
DEX +9, CON +14, WIS +9, CHA +11

Damage Immunities
Acid

Languages
Common, Draconic
3
Frightful Presence plus Bite & Claws
Name: Bite
To Hit: +15
Pierce: 2d10+8
Acid: 2d8
Reach: 15'
Name: Claw
To Hit: 2x 1d20+15
Slash: 2x 2d6+8
Reach: 10'
Name: Frightful Presence
DC: 19 vs Wis
Condition: Frightened
Duration: 1 min
Reach: 120'
Name: Acid Breath
Recharge: 5-6
DC: 22 vs Dex
Acid: 15d8
Name: Tail Attack
To Hit: +15
Bludgeon: 2d8+8
Reach: 20'
Timing: Action / Legendary Action
Name: Wing Attack
DC: 23 vs Dex
Bludgeon: 2d6+8
Condition: Prone
Reach: 15'
Timing: Legendary Action
Name: Legendary Resistance
If the dragon fails a saving throw, it can choose to succeed instead.

Name: Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Name: Acid Breath
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.

Name: Detect
As a Legendary Action, the dragon can make a Wisdom (Perception) check.

Name: Wing Attack
(Costs 2 Legendary Actions)
The dragon beats its wings. Each creature within 15 feet 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.

Name: Notes
Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

*Legendary Actions*
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

*Lair Actions*
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.

- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

*Regional Effects*
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.

- Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Name: Legendary Resistance
Name: Detect
3/day
-
55
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56
+2
57
+2
58
+2
59
+2
60
+2
61
+2
62
+2
63
+2
64
+2
65
+2
66
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