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1 | NAME | RACE | CR -or- LEVEL | TYPE | CLASS | ALGNMNT | SIZE | AC | HP | SPEED | STR | DEX | CON | INT | WIS | CHA | PROF BONUS | SKILLS | PASSIVE PERCPTN | SENSES | FEATURES | # OF ATKS | ACTION 1 | ACTION 2 | ACTION 3 | ACTION 4 | ACTION 5 | ACTION 6 | NOTES | LIMITED CAPABILITIES | MAX | |
2 | Bat | 0 | Beast | U | T | 12 | 1 | 5' fly 30' | 2 | 15 | 8 | 2 | 12 | 4 | +2 | 11 | Blindsight 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. | 1 | Name: Bite To Hit: 1d20 Pierce: 1d1 Reach: 5' | ||||||||||||
3 | Owl | 0 | Beast | N | T | 11 | 1 | 5' fly 60' | 3 | 13 | 8 | 2 | 12 | 7 | +2 | Perception +3 Stealth +3 | 13 | Darkvision 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. | 1 | Name: Talons To Hit: +3 Slash: 1d1 Reach: 5' | |||||||||||
4 | Blink Dog | 0.25 | Fey | LG | M | 13 | 22 | 40' | 12 | 17 | 12 | 10 | 13 | 11 | +2 | Perception +3 Stealth +5 | 13 | Languages 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. | 1 | Name: 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 Owl | 0.25 | Beast | N | L | 12 | 19 | 5' fly 60' | 13 | 15 | 12 | 8 | 13 | 10 | +2 | Perception +5 Stealth +4 | 15 | Darkvision 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. | 1 | Name: Talons To Hit: +3 Slash: 2d6+1 Reach: 5' | |||||||||||
6 | Goblin | 0.25 | Humanoid | NE | S | 15 | 7 | 30' | 8 | 14 | 10 | 10 | 8 | 8 | +2 | Stealth +6 | 9 | Darkvision 60' | Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns. | 1 | Name: Scimitar To Hit: +4 Slash: 1d6+2 Reach: 5' | Name: Shortbow To Hit: +4 Pierce: 1d6+2 Reach: 80'/320' | ||||||||||
7 | Panther | 0.25 | Beast | U | M | 12 | 13 | 50' climb 40' | 14 | 15 | 10 | 3 | 14 | 7 | +2 | Perception +4 Stealth +6 | 14 | Keen 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. | 1 | Name: Bite To Hit: +4 Pierce: 1d6+4 Reach: 5' | Name: Claw To Hit: +4 Slash: 1d4+2 Reach: 5' | |||||||||||
8 | Crocodile | 0.5 | Beast | U | L | 12 | 19 | 20' swim 30' | 15 | 10 | 13 | 2 | 10 | 5 | +2 | Stealth +2 | 10 | Hold Breath The crocodile can hold its breath for 15 minutes. | 1 | Name: 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 | Orc | 0.5 | Humanoid | CE | M | 13 | 15 | 30' | 16 | 12 | 16 | 7 | 11 | 10 | +2 | Intimidation +2 | 10 | Darkvision 60' | Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. | 1 | Name: 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 Chain | 1 | Construct | U | L | 14 | 19 | 30' | 15 | 14 | 12 | 1 | 5 | 1 | +2 | 7 | Blindsight 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 Bear | 1 | Beast | U | L | 11 | 34 | 40' climb 30' | 19 | 10 | 16 | 2 | 13 | 7 | +2 | Perception +3 | 13 | Keen 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 Cat | 1 | Beast | U | L | 13 | 34 | 40' | 16 | 17 | 16 | 4 | 14 | 8 | +2 | Perception +4 Stealth +7 | 14 | Darkvision 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. | 1 | Name: Bite To Hit: +5 Pierce: 1d10+3 Reach: 5' | Name: Claw To Hit: +5 Slash: 1d8+3 Reach: 5' | ||||||||||
13 | Dire Wolf | 1 | Beast | U | L | 14 | 37 | 50' | 17 | 15 | 15 | 3 | 12 | 7 | +2 | Perception +3 Stealth +4 | 13 | Keen Hearing and Smell The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5' of the creature and the ally isn't incapacitated. | 1 | Name: 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 | 1 | Beast | NG | L | 13 | 26 | 10' fly 80' | 16 | 17 | 13 | 8 | 14 | 10 | +2 | Perception +4 | 14 | Languages 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 Spider | 1 | Beast | U | L | 14 | 26 | 30' climb 30' | 14 | 16 | 12 | 2 | 11 | 4 | +2 | Stealth +7 | 10 | Blindsight 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. | 1 | 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) | |||||||||
16 | Giant Toad | 1 | Beast | U | L | 11 | 39 | 20' swim 40' | 15 | 13 | 13 | 2 | 10 | 3 | +2 | Perception +3 | 13 | Darkvision 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. | 1 | Name: 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 Spider | 1 | Beast | U | L | 14 | 26 | 30' climb 30' | 14 | 16 | 12 | 2 | 11 | 4 | +2 | Stealth +7 | 10 | Blindsight 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 | Lion | 1 | Beast | U | L | 12 | 26 | 50' | 17 | 15 | 13 | 3 | 12 | 8 | +2 | Perception +3 Stealth +6 | 13 | Keen 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 | Quasit | 1 | Fiend | CE | T | 13 | 7 | 40' | 5 | 17 | 10 | 7 | 10 | 10 | +2 | Stealth +5 | 14 | Darkvision 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. | 1 | Name: Claws To Hit: +4 Pierce: 1d4+3 Reach: 5' Poison: 2d4 DC: 10 vs Con | Name: Invisibility | Name: 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: Scare | 1/day | |||||||
20 | Awakened Tree | 2 | Plant | U | H | 13 | 59 | 20' | 19 | 6 | 15 | 10 | 10 | 7 | +2 | 10 | Vulnerabilities: 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. | 1 | Name: Slam To Hit: +6 Bludgeon: 3d6+4 Reach: 10' | |||||||||||||
21 | Cave Bear | 2 | Beast | U | L | 12 | 42 | 40' swim 30' | 20 | 10 | 16 | 2 | 13 | 7 | +2 | Perception +3 | 13 | Darkvision 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 Cube | 2 | Ooze | U | L | 6 | 84 | 15' | 14 | 3 | 20 | 1 | 6 | 1 | +2 | 8 | Blind 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. | 1 | Name: Pseudopod To Hit: +4 Necrotic: 3d6 Reach: 5' | Name: Engulf | Name: 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 Elk | 2 | Beast | U | H | 14 | 42 | 60' | 19 | 16 | 14 | 7 | 14 | 10 | +2 | Perception +4 | 14 | Charge 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. | 1 | Name: Ram To Hit: +6 Bludgeon: 2d6+4 Reach: 10' | Name: Hooves To Hit: +6 Bludgeon: 4d8+4 Reach: 5' | |||||||||||
24 | Ogre | 2 | Giant | CE | L | 11 | 59 | 40' | 19 | 8 | 16 | 5 | 7 | 7 | +2 | 8 | Darkvision 60' | 1 | Name: 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 Bear | 2 | Beast | U | L | 12 | 42 | 40' swim 30' | 20 | 10 | 16 | 2 | 13 | 7 | +2 | Perception +3 | 13 | 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: Claws To Hit: +7 Pierce: 2d6+5 Reach: 5' | |||||||||||
26 | Quetzalcoatlus | 2 | Beast | U | H | 13 | 30 | 10' fly 80' | 15 | 13 | 13 | 2 | 10 | 5 | +2 | Perception +2 | 12 | Dive 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. | 1 | Name: Beak To Hit: +4 Pierce: 3d6+2 Reach: 10' | ||||||||||||
27 | Bitter-Root | Wild Elf | 2 | Humanoid | Forest Druid | N | M | 11/16 | 27 | 35' | 10 | 14 | 13 | 12 | 16 | 11 | +2 | Medicine +4 Nature +3 Perception +8 | 18 | Darkvision 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 | 1 | Name: Quarterstaff To Hit: +3 Bludgeon: 1d6 Reach: 5' | Name: Shillelagh (cantrip) To Hit: +5 Bludgeon: 1d8 Reach: 5' | ||||||||
28 | Assassin Vine | 3 | Plant | U | L | 13 | 85 | 5' climb 5' | 18 | 10 | 16 | 1 | 10 | 1 | +2 | 10 | Blindsight 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. | 1 | Name: 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 Scorpion | 3 | Beast | U | L | 15 | 52 | 40' | 15 | 13 | 15 | 1 | 9 | 3 | +2 | 9 | Blindsight 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 Turtle | 3 | Beast | U | L | 17 | 75 | 30' swim 40' | 19 | 10 | 14 | 2 | 12 | 5 | +2 | 11 | Darkvision 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. | 1 | Name: Bite To Hit: +6 Slash: 4d6+4 Reach: 5' | ||||||||||||
31 | Hell Hound | 3 | Fiend | LE | M | 15 | 45 | 50' | 17 | 12 | 14 | 6 | 13 | 6 | +2 | Perception +5 | 15 | Darkvision 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. | 1 | Name: 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 Servant | 3 | Plant | U | M | 15 | 75 | 20' climb 20' | 18 | 10 | 15 | 2 | 6 | 1 | +2 | 8 | Blindsight 30' (blind beyond this radius) | Conditional Immunities: blinded, charmed, frightened, paralyzed | 2 | Name: Hook To Hit: 2x 1d20+6 Pierce: 2x 2d6+4 Reach: 10' | ||||||||||||
33 | Air Elemental | 5 | Elemental | N | L | 15 | 90 | 0' fly 90' | 14 | 20 | 14 | 6 | 10 | 6 | +3 | 10 | Darkvision 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 | 2 | Name: 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 Zombie | 5 | Undead | NE | L | 15 | 93 | 0' fly 20' | 10 | 8 | 16 | 3 | 8 | 5 | +3 | Saving Throws Wis +2 | 9 | Darkvision 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 Elemental | 5 | Elemental | N | L | 17 | 126 | 30' burrow 30' | 20 | 8 | 20 | 5 | 10 | 5 | +3 | 10 | Darkvision 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 | 2 | Name: Slam To Hit: 2x 1d20+8 Bludgeon: 2x 2d8+5 Reach: 10' | ||||||||||||
36 | Fire Elemental | 5 | Elemental | N | L | 13 | 102 | 50' | 10 | 17 | 16 | 6 | 10 | 7 | +3 | 10 | Darkvision 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 | 2 | Name: 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 Crocodile | 5 | Beast | U | H | 14 | 85 | 30' swim 50' | 21 | 9 | 17 | 2 | 10 | 7 | +3 | Stealth +5 | 10 | Hold 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 | Tanarukk | 5 | Fiend | CE | M | 14 | 95 | 30' | 18 | 13 | 20 | 9 | 9 | 9 | +3 | Intimidation +2 Perception +2 | 12 | Darkvision 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 Elemental | 5 | Elemental | N | L | 14 | 114 | 30' swim 90' | 18 | 14 | 18 | 5 | 10 | 8 | +3 | 10 | Darkvision 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 Stalker | 6 | Elemental | N | M | 14 | 104 | 50' fly 50' (hover) | 16 | 19 | 14 | 10 | 15 | 11 | +3 | Perception +8 Stealth +10 | 18 | Darkvision 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 | Mammoth | 6 | Beast | U | H | 13 | 126 | 40' | 24 | 9 | 21 | 3 | 11 | 6 | +3 | Trampling 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. | 1 | Name: 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 | Vrock | 6 | Fiend | CE | L | 15 | 104 | 40' fly 60' | 17 | 15 | 18 | 8 | 13 | 8 | +3 | Saving Throws Dex +5 Wis +4 Cha +2 | 11 | Truesight 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 Screech | 1/day | ||||||
43 | Blue Slaad | 7 | Aberration | CN | L | 15 | 123 | 30 | 20 | 15 | 18 | 7 | 7 | 9 | +3 | Perception +1 | 1 | Darkvision 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 Devil | 8 | Fiend | LE | M | 16 | 85 | 30' | 18 | 15 | 18 | 11 | 12 | 14 | +3 | Saving Throws Con +7 Wis +4 Cha +5 | 11 | Truesight 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 Chains | 1 | |||||||
45 | Bahldrak | Hill Dwarf | 8 | Humanoid | Assassin Rogue | NE | M | 15 | 90 | 25' | 13 | 16 | 16 | 13 | 11 | 10 | +3 | Acrobatics +7 Deception +4 Perception +4 Stealth +11 Saving Throws Dex +7 Int +5 | 14 | Darkvision 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 | 2 | 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 | ||||||||
46 | Bellegia | Hill Dwarf | 8 | Humanoid | Assassin Rogue | NE | M | 15 | 90 | 25' | 13 | 16 | 16 | 13 | 11 | 10 | +3 | Acrobatics +7 Deception +4 Perception +4 Stealth +11 Saving Throws Dex +7 Int +5 | 14 | Darkvision 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 Golem | 9 | Construct | U | L | 14 | 133 | 20' | 20 | 9 | 18 | 3 | 8 | 1 | +4 | 9 | Darkvision 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 Giant | 9 | Giant | NG or NE | H | 14 | 200 | 40' | 27 | 10 | 22 | 12 | 16 | 16 | +4 | Saving Throws Con +10, Wis +7 Cha +7 Insight +7, Perception +7 | 17 | Languages 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 Giant | 9 | Giant | LE | H | 18 | 162 | 30' | 25 | 9 | 23 | 10 | 14 | 13 | +4 | Athletics +11 Perception +6 | 16 | Damage 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 | Glabrezu | 9 | Fiend | CE | L | 17 | 157 | 40' | 20 | 15 | 21 | 19 | 17 | 16 | +4 | Saving Throws Str +9 Con +9 Wis +7 Cha +7 | 13 | Truesight 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 Slaad | 10 | Aberration | CN | M | 18 | 170 | 30' | 20 | 15 | 19 | 15 | 10 | 16 | +4 | Arcana +6 Perception +8 | 18 | Blindsight 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 Devil | 11 | Fiend | LE | L | 18 | 178 | 20' 60' Fly | 22 | 17 | 21 | 12 | 16 | 17 | +4 | Saving Throws Str +10, Dex +7, Wis +7, Cha +7 | 13 | Darkvision 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 | Schvalt | Nalfeshnee | 13 | Fiend | CE | L | 18 | 184 | 20' fly 30' | 21 | 10 | 22 | 19 | 12 | 15 | +5 | Saving Throws Con +11 Int +9 Wis +6 Cha +7 | 11 | Truesight 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: Teleport | Name: 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 Dragon | 21 | Dragon | CE | G | 22 | 367 | 40' fly 80' swim 40' | 27 | 14 | 25 | 16 | 15 | 19 | +7 | Perception +16 Stealth +9 | 26 | Blindsight 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 - | |||
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