TEXT: Bestiary of Faerûn
  Monsters of the Forgotten Realms™ Campaign Setting
  for use with Dungeons & Dragons™ 5th Edition Rules
  by Leonaru
  
  Bestiary of Faerûn
  Monsters of the Forgotten Realms™ Campaign Setting
  for use with Dungeons & Dragons™ 5th Edition Rules
  by Leonaru
  v 1.3
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
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  of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  1
  Alphabetical Listing of Monsters  
  2
  Monsters by Challenge Rating  
  89
  Monsters by Size  
  90
  Monsters by Type and Subtype  
  91
  Monsters by Alignment  
  92
  Monsters by Environment  
  93
  Monster Index  
  94
  Welcome to the Forgotten Realms
  Welcome to the Bestiary of Faerûn. This book contains more than a hundred 
  monsters of all types, sizes and challenge ratings from the Forgotten Realms™ 
  campaign setting for use with the Dungeons & Dragons™ 5th Edition Rules. 
  The new monsters and templates here follow the same rules as those present-
  ed in the Dungeons & Dragons Monster Manual™. With this book, there will be 
  no shortage of monsters in any of your campaigns!
  Table of Contents
  
  2
  Aballin  
  3
  Alaghi  
  3
  Arch-Shadow  
  4
  Asperii  
  4
  Aurumvorax  
  5
  Bainligor  
  5
  Banedead  
  6
  Baneguard  
  7
  Banelar  
  8
  Bat, Deep  
  9
  Azmyth  
  9
  Bonebat  
  9
  Night Hunter  
  10
  Sinister  
  10
  Beguiler  
  10
  Beholder  
  11
  Beholder Mage  
  11
  Death Kiss  
  11
  Elder Orb  
  12
  Gouger  
  12
  Blazing Bones  
  14
  Burnbones  
  14
  Cat  
  15
  Change Cat  
  15
  Elven Cat  
  15
  Luck Eater  
  15
  Sand Cat  
  15
  Choldrith  
  17
  Chosen One  
  17
  Curst  
  18
  Dark Tree  
  19
  Darkenbeast  
  19
  Darktentacles  
  20
  Deepspawn  
  21
  Demon  
  22
  Arrow Demon  
  22
  Ghour  
  22
  Rat-Fiend  
  23
  Disenchanter  
  23
  Displacer Serpent  
  24
  Doppelganger, Greater  
  25
  Dracimera  
  25
  Dracohydra  
  26
  Dragon  
  27
  Brown Dragon  
  27
  Deep Dragon  
  29
  Fang Dragon  
  31
  Mercury Dragon  
  33
  Yellow Dragon  
  35
  Dragonkin  
  37
  Dread  
  37
  Dread Warrior  
  37
  Dwarf  
  38
  Innugaakalikurit  
  38
  Urdunnir  
  38
  Wild Dwarf  
  38
  Elephant Bird  
  39
  Elf  
  40
  Rockseer  
  40
  Avariel  
  40
  Aquatic Elf  
  41
  Fachan  
  41
  Firenewt  
  42
  Firestar  
  43
  Foulwing  
  43
  Frost  
  44
  Gambado  
  44
  Ghaunadan  
  45
  Giant  
  45
  Fog Giant  
  45
  Mountain Giant  
  46
  Phaerlin Giant  
  46
  Gibberling  
  47
  Goblin, Dekanter  
  47
  Golem  
  48
  Gemstone Golem  
  48
  Ruby Golem  
  48
  Emerald Golem  
  48
  Diamond Golem  
  49
  Lightning Golem  
  49
  Magic Golem  
  49
  Greatswan  
  50
  Hag, Bheur  
  51
  Hamadryad  
  51
  Hendar  
  52
  Hybsil  
  52
  Ibrandlin  
  53
  Inquisitor  
  53
  Laerti  
  53
  Stingtail  
  54
  Lammasu  
  54
  Laraken  
  55
  Leucrotta  
  55
  Greater Leucrotta  
  55
  Lich  
  56
  Alhoon  
  56
  Baelnorn  
  57
  Banelich  
  58
  Banelich  
  59
  Lizard  
  60
  Fire Lizard  
  60
  Minotaur Lizard  
  60
  Loxo  
  61
  Lycanthrope  
  61
  Lythari  
  61
  Werebat  
  62
  Werecrocodile  
  62
  Cleric of Sebek  
  63
  Magedoom  
  64
  Manni  
  64
  Mantidrake  
  65
  Mara  
  65
  Meazel  
  66
  Myrlochar  
  67
  Naga, Dark  
  67
  Neo-Orog  
  68
  Red Neo-Orog  
  68
  Black Neo-Orog  
  68
  Neshezu  
  68
  Nereid  
  69
  Nightshade  
  69
  Nishruu  
  70
  Hakeashar  
  70
  Norker  
  71
  Nyth  
  72
  Ogre  
  72
  Ice Spire Ogre  
  72
  Ice Spire Ogre Chieftain  
  73
  Ice Spire Ogre Cabalist  
  73
  Ondonti  
  73
  Phaerimm  
  74
  Pterafolk  
  74
  Quelzarn  
  75
  Raven, Great  
  75
  Reverend One  
  76
  Scalamagdrion  
  76
  Shalarin  
  77
  Sharn  
  77
  Shatjan  
  78
  Silver Dog  
  78
  Skum  
  79
  Skum Renegade  
  79
  Strider, Giant   
  80
  Tempest  
  81
  Thylacine  
  81
  Tomb Trapper  
  82
  Unicorn, Black  
  82
  Vampiric Mist  
  83
  Crimson Death  
  83
  Scarlet Dancer  
  84
  Volt  
  84
  Wemic  
  85
  Wizshade  
  85
  Wyvern Drake  
  86
  Wood Man  
  87
  Xantravar  
  87
  Xvart  
  88
  Alphabetical Listing of Monsters
  New Templates
  Curst Template  
  17
  Dread Warrior Template  
  37
  Alhoon Template  
  55
  Baelnorn Template  
  57
  Banelich Template  
  58
  New Spells
  Charm Death Tyrant  
  11
  Create Chosen One  
  16
  Create Darkenbeast  
  19
  
  3
  Aballin
  Aballin, also know as the "living water", is a liquid creature 
  that drowns and consumes those who come too close to 
  it. Most aballin disguise themselves as cavern pools, but 
  some have made a ruin their home and pretend to be a 
  fountain or small pond. The aballin is sometimes mistaken 
  for a creature from the Elemental Plane of Water. Its body 
  does not consist of water, though, but is instead made of a 
  unique acidic susbtance.
  Liquid Predator. In its passive form, the aballin is virtu-
  ally indistinguishable from a pond of clear water. The only 
  things noticeable about the apparent pond is the complete 
  lack of fish or other living creatures and the presence of 
  coins, rings and other small metal items. Once prey comes 
  near - either to drink or to fetch an item from the pond - the 
  aballin's body becomes gelatinous and it attacks. Once its 
  has drowned its prey, the victim is slowly digested and the 
  aballin disposes of its indigestible equipment; only small 
  metal items remain.
  Aballin
  Large ooze, neutral
  Armour Class 13
  Hit Points 37 (5d10+10)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  14 (+2)
  10 (+0)
  9 (-1)
  6 (-2)
  Damage Immunities poison
  Damage Resistances fire; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Conditions Immunities blinded, deafened, exhaustion, para-
  lysed, poisoned, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 9
  Languages —
  Challenge 2 (700 XP)
  Molecular Rearrangement. The aballin can use its action to 
  rearrange the molecular structure of its body and become ge-
  latinous instead of liquid, or the other way around. In its liquid 
  from, the alballin can't be harmed by any attacks that would not 
  affect a normal pool of water. It is also indistinguishable from 
  an actual pond of water. The aballin changes to it liquid form 
  when it dies.
  Actions
  Pseudopod (Gelatinous From Only). Melee Weapon Attack: +5 
  to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) bludgeoning 
  damage plus 4 (1d8) acid damage. If the target is Medium or 
  smaller, it is grappled (escape DC 13) and pulled 5 feet toward 
  the aballin. Until this grapple ends, the target is restrained, the 
  aballin tries to drown it, and the aballin can't constrict another 
  target.
  Alaghi
  Alaghi
  Medium humanoid, neutral
  Armour Class 13 (natural armour)
  Hit Points 78 (12d8+12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  13 (+1)
  6 (-2)
  10 (+0)
  11 (+0)
  Skills Stealth +3 
  Senses passive Perception 11
  Languages Sylvan, sometimes Giant or Goblin
  Challenge 4 (1,100 XP)
  Natural Camouflage. The alaghi has advantage on Dexterity 
  (Stealth) checks while in its natural environment.
  Actions
  Multiattack. The alaghi makes two slam attacks, or one attack 
  with its slam and one with its handaxe. 
  Slam. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
  Hit: 10 (1d12+4) bludgeoning damage.
  Handaxe. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
  Hit: 11 (2d6+4) slashing damage.
  Javelin. Ranged Weapon Attack. +3 to hit, range 30/120 ft., one 
  target. Hit: 8 (2d6+1) piercing damage.
  The alaghis are a race of forest-dwelling humanoids. They 
  are covered in brown or grey fur and are rumoured to be 
  distantly related to the yeti. Alaghi clans and settlements 
  can be found along the Sword Coast, from the Neverwinter 
  Wood to the Forest of Tethir.
  Hunter-Gatherers. Most alaghi live in clans as semi-no-
  madic hunter-gatherers led by the oldest and smartest 
  member of their group. A minority dwells in primitive 
  settlements and lives on what the surrounding area 
  offers. Some alaghis are druids and live in solitude. These 
  hermits are almost always exceptionally intelligent and 
  charismatic.
  Dangerous Opportunists. Alaghis are mostly peaceful 
  and only kill what they eat. However, some sedentary com-
  munities of alaghis are quite different. They do not hesitate 
  to slay those who travel through their territory and take 
  their belongings to trade them. These alaghis generally 
  mistrust outsiders and are sometimes allied to groups of 
  evil humanoids such as goblins or evil giants. 
  Stealthy Predators. Despite their size and enormous 
  physical strength, alaghis are very stealthy and blend in 
  well with their natural surroundings. With the exception 
  of druidic alaghis, these humanoids do respect nature, but 
  do not live in harmony with it. They take what they need, 
  which sometimes leads to clashes between alaghi clans 
  and group of other sylvan races. Alaghis never hesitate to 
  defend themselves and their community. If possible, they 
  ambush their opponents, utilising the camouflage their 
  fur provides them with. Alaghis open a fight with ranged 
  weapons before they engage in close combat, or use 
  ranged weapons while hidden to support their fellow clan 
  members.
  
  4
  Arch-Shadow
  Arch-Shadow
  Medium undead, neutral evil
  Armour Class 15 (natural armour)
  Hit Points 117 (18d8+36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  15 (+2)
  19 (+4)
  14 (+2)
  15 (+2)
  Saving Throws Int +9, Wis +7, Cha +7
  Skills Arcana +9, Deception +7, History +9, Persuasion +7
  Damage Immunities poison; bludgeoning, piercing, and slash-
  ing from nonmagical weapons
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Common plus up to three other languages
  Challenge 14 (11,500 XP)
  Rejuvenation. If it has a receptacle, a destroyed arch-shadow 
  gains a new body in 1d10 days, regaining all its hit points and 
  becoming active again. The new body appears within 5 feet of 
  the receptacle. If the receptacle si destroyed, the arch-shadow is 
  destroyed permanently.
  Spellcasting. The arch-shadow is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit 
  with spell attacks). The arch-shadow has the following wizard 
  spells prepared:
  Cantrips (at will): dancing lights, mage hand, prestidigitation
  1st level (4 slots): charm person, detect magic, disguise self, shield
  2nd level (3 slots): detect thoughts, misty step, scorching ray, web
  3rd level (3 slots): animate dead, bestow curse, dispel magic, 
  fireball
  4th level (3 slots): hallucinatory terrain, wall of fire
  5th level (3 slots): cone of cold, dominate person
  6th level (1 slot): create undead, wall of ice
  7th level (1 slot): finger of death, prismatic spray
  8th level (1 slot): dominate monster
  9th level (1 slot): time stop
  Actions
  Cold Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one crea-
  ture. Hit: 13 (2d8+4) necrotic damage. The target must succeed 
  on a DC 17 Constitution saving throw or its hit point maximum 
  is reduced by an amount equal to the damage taken. This reduc-
  tion lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  Many evil wizards and clerics are unwilling to accept the 
  fact that they are mortal and will die one day, and thus take 
  their chances with becoming a lich. Some fail to gather 
  the secret knowledge needed for the ritual to ascend to 
  lichdom, and others die during the ritual itself. Those who 
  survive the process but fail to become a lich end up as 
  arch-shadows. Arch-shadows appears as pale skeletal fig-
  ures with glowing white pinpoints that serve as eyes, black-
  ened fingernails and white or black hair. Those who look 
  at an undisguised arch-shadow a little longer see its true 
  ghastly form, the withdrawn skin, the crimson that tinges 
  their eyes and the face that's twisted in pain and agony.
  Angry Spirits. Some claim that the arch-shadow's 
  distorted facial expression has been caused by the pain 
  of the failed lich transformation and never leaves the 
  arch-shadow's face. No arch-shadow has ever confirmed 
  this. Arch-shadows are highly ambition and while they are 
  inferior to a lich, they are still formidable spellcasters and 
  dangerous opponents. Arch-shadows absorb the lich force 
  of other creatures. Those who collected enough life force 
  become demi-shades, ascended arch-shadows with ash-
  grey skin and burning crimson eyes.
  Undead Nature. An arch-shadow doesn't require air, 
  food, drink, or sleep.
  Variant: Demi-Shade
  An arch-shadow that aborbs enough life energy turns into 
  a demi-shade. A demi-shade has a challenge rating of 15 
  (13,000 XP) and the following additional traits:
  Magic Resistance. The demi-shade has advantage on sav-
  ing throws against spells and other magical effects.
  Turn Resistance. The demi-shade has advantage on saving 
  throws against any effect that turns undead.
  Asperii
  Asperii are magical steeds. They look much like horses, 
  but are always white, grey, or dun, and have the ability to 
  levitate. Asperii are highly prized, but very rare. An asperii 
  rarely allows someone to ride it, but when does, that crea-
  ture has earned an excellent mount and loyal companion. 
  Asperii live in small herds in remote mountain areas. They 
  often befriend pegasi, but do not mix well with griffons or 
  hippogriffs. Asperii use telepathy and can communicate 
  with all intelligent species.
  Asperii
  Large celestial, neutral good
  Armour Class 14
  Hit Points 45 (6d10+12)
  Speed 60 ft., fly 90 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  14 (+2)
  13 (+1)
  15 (+2)
  16 (+3)
  Skills Perception +4
  Senses truesight 60 ft., passive Perception 14
  Languages all, telepathy 60 ft.
  Challenge 2 (450 XP)
  Actions
  Multiattack. The asperii makes two attacks: one with its bite 
  and one with its hooves.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 6 (1d6+3) bludgeoning damage.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 10 (2d6+3) bludgeoning damage.
  
  5
  Aurumvorax
  At first glance, the aurumvorax could be mistaken for a 
  badger or a similar animal, but closer inspection reveals 
  its eight legs, shiny brown fur, silver eyes and copper teeth. 
  Despite its comparably small size, the aurumvorax is a 
  quite dangerous and very territorial. Aurumvorax are fear-
  less beasts and do not hesitate to charge creatures much 
  larger than they are.
  Gold Eaters. The aurumvorax, also known as the golden 
  gorger, lives on meat and precious metals, preferably gold. 
  Thus, aurumvorax are found near mines or other sources 
  of metal. An aurumvorax's saliva corrodes metal, but is not 
  as potent as the antenna of a rust monster. Aurumvorax 
  see rust monsters are competition and kill them on sight. 
  Some dwarven clans keep aurumvorax as pets and guards 
  against rust monsters.
  Precious Furs. The fur of the aurumvorax is beautiful 
  and highly prized. The fur and the rest of the aurumvorax's 
  body contain a high amount of gold and other metals, 
  which explains the beast's incredible weight. Burning the 
  body will leave the gold behind.
  Aurumvorax
  Medium beast, unaligned
  Armour Class 18 (natural armour)
  Hit Points 75 (10d8+30)
  Speed 30 ft., burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  16 (+3)
  3 (-4)
  14 (+2)
  6 (-2)
  Skills Perception +4
  Damage Resistances fire, poison
  Conditions Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 4 (1,100 XP)
  Keen Smell. The aurumvorax has advantage on Wisdom (Per-
  ception) checks that rely on smell.
  Actions
  Multiattack. The aurumvorax makes one attack with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 22 (4d8+4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
  Hit: 13 (2d8+4) slashing damage.
  Bainligor
  The bainligor are a race of flightless anthropomorphic 
  bats that live in the upper reaches of the Underdark. Their 
  culture is primitive, and their appearance is considered to 
  be hideous by most other races. Bainligor can speak the 
  common tongue of the Underdark, but their voices are so 
  high-pitched that most other creatures cannot understand 
  them. Bainligor are blind are use echolocation to scan 
  their environment. The oldest members of a bainligor tribe 
  sometimes undergo a strange transformation and become 
  undead. These bainligor either serve as tribal leaders or 
  live a life in solitude, exploring the Underdark.
  Bainligor
  Medium humanoid, neutral evil
  Armour Class 13
  Hit Points 16 (3d8+3)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  17 (+3)
  13 (+1)
  12 (+1)
  14 (+2)
  10 (+0)
  Skills Perception +4, Stealth +5
  Conditions Immunities blinded
  Senses blindsight 120 ft., passive Perception 14
  Languages Bainligor, Undercommon
  Challenge 1 (200 XP)
  Echolocation. The bainligor can't use its blindsight while deaf-
  ened.
  Keen Hearing. The bainligor has advantage on Wisdom (Percep-
  tion) checks that rely on hearing.
  Actions
  Multiattack. The bainligor makes one attack with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
  Hit: 6 (1d6+3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
  Hit: 10 (2d6+3) slashing damage.
  Sonic Boom (recharge 5-6). The bainligor emits a piercing shriek 
  in an 20-foot line that is 5 feet wide. Each creature in that line 
  must make a DC 12 Dexterity saving throw, taking 10 (3d6) 
  thunder damage on a failed save, or half as much damage on a 
  successful one. Creatures that fail their saving throw are addi-
  tionally deafened 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.
  Variant: Reverend One
  Some old bainligor undergo a transformation and become 
  undead. A bainligor reverend one has a challenge rating of 
  2 (450 XP). It is undead, takes no poison damage, can't be 
  poisoned and has the following additional ability:
  Innate Spellcasting. The reverend one's innate spellcast-
  ing ability is Intelligence (spell save DC 11). The revered 
  one can innately cast the following spells, requiring no 
  components:
  At will: chill touch, mage hand, poison spray
  1/day each: disguise self, mage armour, sleep
  
  6
  Banedead
  Banedead are undead created by the followers of Bane, the 
  god of fear and tyranny. They appear as withered humans 
  devoid of life and vitality. Their eyes glow red, and one of 
  their hands is always twisted into a hideous claw, symbolis-
  ing the black hand of Bane. Banedead appeared first in the 
  Moonsea region during the Time of Troubles, especially in 
  the area around Zhentil Keep.
  Undead Fanatics. Despite rumours that the Church of 
  Bane abducts people to turn them into banedead, baned-
  ead are created from devoted followers of bane. The 
  elaborate ritual needed to create banedead requires twelve 
  willing fanatics, twenty-four other followers of Bane to offer 
  prayer and a cleric. At the end of the ritual, the banedead 
  are placed under the control of this cleric. However, baned-
  ead retain their intelligence. In combat, they apply tactics 
  and coordinate one another. Many a warrior has been 
  killed by bandedead because he mistook them for ordinary 
  mindless undead.
  Children of a Dead God. It is said that banedead were 
  originally created to hunt down those who lost their faith 
  in Bane during the Times of Troubles. Due to the fact that 
  Bane supposedly had been destroyed when the banedead 
  emerged, some say that this breed of undead was not cre-
  ated by Bane, but by Xvim, the alleged Godson of Bane.
  Undead Nature. A banedead doesn't require air, food, 
  drink, or sleep.
  Banedead
  Medium undead, lawful evil
  Armour Class 13 (natural armour)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  15 (+2)
  10 (+0)
  12 (+1)
  14 (+2)
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Fanatic of Bane. When the banedead is successfully turned, 
  the cleric the banedead has been created by can attempt to end 
  the effect prematurely. If the cleric uses its action to do so, the 
  turned banedead is permitted a another Wisdom saving throw 
  with the same DC as the one it initially failed. If this second 
  saving throw is successful, the banedead is no longer turned.
  Actions
  Multiattack. The banedead makes two greatclub attacks using 
  its bite and its claw.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 11 (3d6+1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
  Hit: 8 (2d6+1) necrotic damage, and the target's Dexterity score 
  is reduced by 1d4. The target dies if this reduces its Dexterity to 
  0. Otherwise, the reduction lasts until the target finishes a short 
  or long rest.
  
  7
  Baneguard
  Baneguards are skeletons animated by clerics to serve as 
  guardians. They are often but not always human and at 
  first glance identical to common animated skeletons. The 
  technique used to create these undead was originally creat-
  ed by a cleric of Bane but has since then spread and is now 
  used by other evil and sometimes neutral clerics too.
  Magical Guardians. What sets baneguards apart from 
  common skeletons are their intelligence and their magical 
  abilities. Baneguards have a sense of self-preservation and 
  flee from combat when the odds turn against them and 
  their orders permit it. Baneguards have two magical abil-
  ities: They can shift into the Ethereal Plane and back into 
  the Material Plane, and they can create magical darts not 
  unlike those created by the spell magic missile.
  Undead Servants. Originally limited to clerics of Bane, 
  the technique of baneguard creation has since been taken 
  up by cleric of other deities. Baneguards were especially 
  popular among the cleric of Velsharoon and Xvim, as were 
  direguards. Direguards are stronger baneguards clad in 
  spectral black armour with red flames burning in their eye 
  sockets. 
  Undead Nature. Baneguards and direguards don't re-
  quire air, food, drink, or sleep.
  Baneguard
  Medium undead, neutral evil
  Armour Class 12 (natural armour)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  10 (+0)
  10 (+0)
  12 (+1)
  7 (-2)
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages understands the languages it knew in life but can't 
  speak
  Challenge 1 (200 XP)
  Actions
  Multiattack. The baneguard makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6+2) bludgeoning damage.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target.
  Hit: 7 (1d10+2) slashing damage.
  Etherstep (1/Turn). From the next turn on for four turns, the 
  baneguard has a 50% chance to disappear from the Material 
  Plane at the start of its turn and appear on the Ethereal Plane in-
  stead. If this happens, the baneguard will return to the Material 
  Plane at the beginning of its turn after that. The baneguard will 
  appear within 10 ft. of the space it vanished from. If no space is 
  available, it appear in the nearest unoccupied space.
  Baneguard Missile (Recharge 5-6). The baneguard shoots two 
  magical darts from the tip of its fingers. The darts hit one or two 
  creatures the baneguard can see within a range of 120 feet and 
  deal 3 (1d4+1) force damage each.
  Direguard
  Medium undead, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 33 (6d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  10 (+0)
  10 (+0)
  14 (+2)
  7 (-2)
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages understands the languages it knew in life but can't 
  speak
  Challenge 2 (450 XP)
  Ethersight. The direguard can see invisible objects and crea-
  tures.
  Actions
  Multiattack. The direguard makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 7 (1d8+3) bludgeoning damage.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target.
  Hit: 8 (1d10+3) slashing damage.
  Etherstep (1/Turn). From the next turn on for four turns, the 
  direguard has a 50% chance to disappear from the Material 
  Plane at the start of its turn and appear on the Ethereal Plane 
  instead. If this happens, the direguard will return to the Material 
  Plane at the beginning of its turn after that. The direguard will 
  appear within 10 ft. of the space it vanished from. If no space is 
  available, it appear in the nearest unoccupied space.
  Direguard Missile (Recharge 5-6). The direguard shoots three 
  magical darts from the tip of its fingers. The darts hit one to 
  three creatures the direguard can see within a range of 120 ft 
  and deal 3 (1d4+1) force damage each.
  Creating a Baneguard
  A cleric who uses an 8th-level spell slot can create two 
  bane- guards with create undead. Expending an 8th-level 
  spell slot allows for the creation of three baneguards or two 
  direguards. At the DM's discretion, this is only possible 
  for neutral and evil clerics, or only in the Forgotten Realms 
  campaign world.
  
  8
  Banelar
  Banelar
  Large monstrosity, lawful evil
  Armour Class 15 (natural armour)
  Hit Points 75 (10d10+20)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  13 (+1)
  15 (+2)
  17 (+3)
  14 (+2)
  16 (+3)
  Skills Insight +6, Deception +6
  Senses passive Perception 12
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Amphibious. The banelar can breathe air and water.
  Regeneration. The banelar regains 5 hit points at the start of its 
  turn.
  Spellcasting. The banelar is a 6th-level spellcaster. Its spell-
  casting ability is Intelligence (save DC 14, +6 to hit with spell
  attacks). It does not require material or somatic spell compo-
  nents. The banelar has the following wizard spells prepared:
  Cantrips (at will): dancing lights, friends, mage hand, minor illu-
  sion
  lst level (4 slots): colour spray, shield, sleep
  2nd level (3 slots): Melf's acid arrow, scorching ray
  3rd level (3 slots): dispel magic, fireball
  Actions
  Multiattack. The banelar makes one attack with its bite and one 
  with its sting.
  Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
  Hit: 13 (3d6+3) piercing damage.
  Stinger. Melee Weapon Attack. +6 to hit, reach 5 ft., one creature.
  Hit: 10 (2d6+3) piercing damage, and the target must make a 
  DC 15 Constitution saving throw, taking 28 (8d6) poison dam-
  age on a failed save, or half as much damage on a successful 
  one.
  The banelar is a malicious serpentine creature that shares 
  some similarities with a naga. It has a dark scaly body and 
  a vaguely humanoid face. A number of tiny tentacles grow 
  around the banelar's mouth. They are too weak 
  to wield weapons, but can be used to manipu-
  late small and light item such as rings, keys or 
  scrolls. Banelar can found on land and in water 
  in the warmer regions of Faerûn. Their name 
  comes from the many alliances 
  between the banelar and the god 
  Bane and his followers.
  Evil Schemers. Banelar 
  are cunning and manipulative. 
  Despite their magical powers and 
  their potent snake 
  venom, banelar 
  avoid combat. If 
  less dangerous and 
  more convenient 
  options are available, 
  they often chose those 
  instead. Banelar can 
  be bargained with, but 
  will always adhere 
  to the letter, not the 
  intent of any bargain 
  they make. They like 
  to hoard treasure 
  and sometime ally 
  with creatures they 
  consider to be inferior 
  (such as humans or 
  orcs) or superior 
  (such as vampires 
  or beholders).
  
  9
  Bat, Deep
  The term "deep bat" refers to a number of different bat 
  species that originate from the Underdark. The four most 
  common types of deep bats are the azmyth, the bonebat, 
  the night hunter and the sinister.
  Azmyth
  The azymth resembles a winged, legless reptile. It has 
  crested head, white eyes and leathery, green to grey skin. 
  Despite its sinister appearance, the azymth is a peaceful 
  creature that lives on plants and insects. Azymths are 
  known to enter partnerships with humanoids and often 
  accompany them for their entire life. They are not true 
  familiars, though, and their humanoid companion cannot 
  command them. Azymths are mysterious and magical crea-
  tures; their origin, lifespan and purpose is unknown.
  Azmyth
  Small monstrosity, chaotic neutral
  Armour Class 13
  Hit Points 27 (6d6+6)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16 (+3)
  12 (+1)
  15 (+2)
  13 (+1)
  11 (+0)
  Senses darkvision 90 ft., telepathy 120 ft., passive Perception 11
  Languages Common, Undercommon
  Challenge 1/2 (100 XP)
  Magic Resistance. The bat has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
  Hit: 7 (1d8+3) slashing damage.
  Shocking Bite (Recharge 6). Melee Weapon Attack. +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) 
  lightning damage.
  Sphere of Silence (1/Day). The bat creates a magical zone of 
  silence in a 20-foot-radius sphere centred on itself. No sound 
  can be created within or pass through it. Any creature or object 
  entirely inside the sphere is immune to thunder damage, and 
  creatures are deafened while entirely inside it. Casting a spell 
  that includes a verbal component is impossible there.
  Invisibility (1/Day). The bat magically turns invisible until it 
  attacks or uses one of its special abilities, or until its concentra-
  tion ends.
  Bonebat
  The bonebat is a huge skeletal bat. Bonebats serve as 
  familiars and messengers for wizards, evil clerics and 
  powerful undead such as liches and vampires. They are 
  especially popular among the Red Wizards and members 
  of the Arcane Brotherhood. The ritual needed to create 
  bonebats is very old and widely known. Many bonebats 
  have gone feral and live in the Underdark and the wilder-
  ness. Bonebats do not require food or drink, but enjoy 
  killing other creatures nevertheless.
  Bonebat
  Medium undead, neutral evil
  Armour Class 12
  Hit Points 13 (3d8)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  10 (+0)
  6 (-2)
  10 (+0)
  7 (-2)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 90 ft., passive Perception 10
  Languages —
  Challenge 1 ( XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6+2) slashing damage plus 3 (1d6) cold damage. If the 
  target is a creature other than an elf or undead, it must succeed 
  on a DC 10 Constitution saving throw or be paralysed for 1 min-
  ute. The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Night Hunter
  Medium monstrosity, neutral evil
  Armour Class 14
  Hit Points 26 (4d8+8)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  10 (+0)
  6 (-2)
  10 (+0)
  7 (-2)
  Skills Perception +2
  Senses darkvision 120 ft., passive Perception 12
  Languages —
  Challenge 1 ( XP)
  Keen Hearing. The bat has advantage on Wisdom (Perception) 
  checks that rely on hearing.
  Actions
  Multiattack. The bat makes two attacks: one with its claws and 
  one with its tail.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 7 (1d6+4) slashing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 11 (2d6+4) slashing damage.
  
  10
  Night Hunter
  The night hunter is a malicious bat with velvet black 
  fur, orange or red eyes and a long tail with a triangular 
  razor-sharp end. Night hunters are nocturnal when they 
  live on the surface, where they reside in large trees. In the 
  Underdark, the are active at any time. Night hunters hunt 
  in packs. They are not above eating carrion and even attack 
  human settlements when they are hungry. Some night 
  hunters serve as familiars for drow wizards.
  Sinister
  The sinister resembles a large, jet-black manta ray. Despite 
  their unnerving appearance and their dark name, sinister 
  aren't evil creatures. Sinisters have the innate ability to lev-
  itate and can even hang motionless in mid-air if they desire 
  so. They cannot speak, but communicate among one an-
  other with a limited form of telepathy. Sinisters love music. 
  Those who wander through the wilderness, singing, or play 
  a song at the camp fire might find themselves sounded by a 
  flock of sinisters that, silently floating, listens to the music.
  Sinister
  Large monstrosity, lawful neutral
  Armour Class 15 (natural armour)
  Hit Points 45 (6d10+12)
  Speed 10 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  14 (+2)
  15 (+2)
  10 (+0)
  Skills Perception +4
  Senses darkvision 120 ft., telepathy 30 ft., passive Perception 14
  Languages Sinister
  Challenge 3 (700 XP)
  Missile Shield. The bat is surrounded by an invisible force field. 
  Ranged damage-dealing spells such as magic missile or Melf's 
  acid arrow that target the bat directly are absorbed by the force 
  field and have no effect on the bat. The force field collapses 
  when the bat is killed.
  Actions
  Multiattack. The bat makes two bite attacks.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 16 (3d8+3) slashing damage.
  Paralysing Ray (1/Day). The bat chooses a creature it can see 
  within a range of 90 feet. The target must succeed on a DC 13 
  Wisdom saving throw or be paralysed for 1 minute. This ability 
  has no effect on undead. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on a 
  success.
  Beguiler
  The beguiler is small mammal found almost exclusively 
  in Eastern Shaar. This murine creature seems to be a 
  common animal at first glance, but is actually quite intel-
  ligent. The beguiler has the ability to change the colour of 
  its fur to match that of its environment, granting it natural 
  camouflage. In addition to that, beguilers see right through 
  illusions, magical disguises and supernatural methods of 
  camouflage used by other creatures, which makes catching 
  them notoriously difficult. Beguilers lack natural preda-
  tors due to these abilities, but are sometimes hunted by 
  humans and other races due to the magical aspects of their 
  fur.
  Beguiler
  Small monstrosity, neutral
  Armour Class 13
  Hit Points 10 (3d6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  16 (+3)
  10 (+0)
  13 (+1)
  10 (+0)
  4 (-3)
  Skills Perception +4, Stealth +5
  Senses truesight 60 ft., passive Perception 12
  Languages —
  Challenge 1/2 (100 XP)
  Fur Camouflage. The beguiler can change the colour of its fur to 
  match its surroundings. Unless the beguiler's fur is wet, it has 
  advantage on Dexterity (Stealth) checks.
  Actions
  Multiattack. The beguiler makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
  Hit: 5 (1d4+3) piercing damage.
  Beguiler Magic
  The fur of a beguiler can be turned into several magic 
  items. One of these is the cap of the beguiler, a very 
  rare wondrous item. It grants its wearer truesight out 
  to 30 feet. The cloak of the beguiler is a very rare 
  wondrous item with 3 charges. Expending 1 grants 
  its wearer advantage on Dexterity (Stealth) checks for 
  10 minutes. The cloak regains 1d3 expended charges 
  daily at dawn. Both items require attunement.
  
  11
  Beholder
  Beholders, malicious floating spheres with a single central 
  eye and eyestalks with supernatural powers, can be found 
  in almost every region and are especially common in the 
  Underdark. Apart from the common beholder, Faerûn is 
  home to many beholder mutants and subraces.
  Beholder Mage
  Beholders are exceptionally intelligent, but wizards are 
  rarely found among them. The main reason of that is the 
  antimagical ray that the beholder's central eye emits. A 
  few old beholders - mainly elder orbs - have mastered 
  arcane magic, and so have those referred to as beholder 
  mages. Beholder mages are outcasts. They were born with 
  a blind central eye, lost it in a fight, or even dared to take 
  it out themselves. Beholder mages are secretive and often 
  solitary. Those who enjoy company surrounded themselves 
  with slaves that are more suitable to do tasks a common 
  wizards would use arms for.
  Beholder Mage
  Large aberration (beholder), neutral evil
  Armour Class 18 (natural armour)
  Hit Points 187 (22d10+66)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  17 (+3)
  18 (+4)
  15 (+2)
  15 (+2)
  Saving Throws Int +9, Wis +7, Cha +7
  Skills Arcana +9, Perception +7
  Condition Immunities prone
  Senses blindsight 120 ft. (blind beyond that radius), passive 
  Perception 17
  Languages Deep Speech, Undercommon
  Challenge 14 (11,500 XP)
  Spellcasting. The beholder is a 14th-level spellcaster. Its spell-
  casting ability is Intelligence (save DC 17, +9 to hit with spell 
  attacks). The beholder knows a number of spells equal to its 
  spellstalks, usually ten. Per day, it can cast each spell a number 
  of times equal to its caster level, requiring no components.
  The beholder has spellstalks for the following spells: blight, 
  chain lightning, fireball, hold person, magic missile, mirror image, 
  polymorph, reverse gravity, shield, wall of stone
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 14 (4d6) piercing damage.
  Spellstalk. The beholder casts a spell.
  Legendary Actions
  The beholder can take 3 legendary actions, using the 
  spellstalk option below. It can take only one legendary 
  action at a time and only at the end of another creature's 
  turn. The beholder regains spent legendary actions at 
  the start of its turn.
  Spellstalk. The beholder casts a spell.
  Death Kiss
  The death kiss is beholder mutant. At first glance, it looks 
  common beholder, but closer inspection reveals that its 
  eyestalks are actually tentacles. The death kiss uses these 
  tentacles - all of which end in hook-toothed orifices - to kill 
  its prey and drain its blood. Death kisses like to prey on 
  weak creatures and toy with them, but do not hesitate to 
  attack other powerful creatures. According to rumours, a 
  gargantuan death kiss called the Tentacles One haunts the 
  forests of the northern Sword Coast.
  Megalomaniac Bloodsuckers. The death kiss shares the 
  beholders ego and paranoia. Every death kiss considers it-
  self the ruler of its territory and will not hesitate to destroy 
  any creature that could rival it. When two death kisses 
  meet, they will inevitably fight to the death. The loser's 
  corpse becomes an incubator for the eggs of the winner. 
  After only a couple of days, three of four death kiss hatch. 
  They grow to full size in a matter of months.
  Death Kiss
  Large aberration (beholder), neutral evil
  Armour Class 17 (natural armour)
  Hit Points 170 (20d10+60)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  17 (+3)
  11 (+0)
  15 (+2)
  10 (+0)
  Skills Perception +6
  Conditions Immunities prone
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, Undercommon
  Challenge 11 (7,200 XP)
  Death Shiver. When the death kiss dies, all the remaining 
  electrical force in its body is released, and each creature within 
  30 feet of it must make a DC 17 Dexterity saving throw, taking 
  35 (10d6) lightning damage on a failed save, or half as much 
  damage on a successful one. 
  Actions
  Multittack. The death kiss makes four attack with its tentacle.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one crea-
  ture. Hit: 17 (3d8+4) piercing damage. The target must succeed 
  on a DC 15 Constitution saving throw or its hit point maximum 
  is reduced by an amount equal to the damage taken. This reduc-
  tion lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  
  12
  Elder Orb
  Some beholders, the elder orbs, are blessed with a long 
  lifespan. Most of these venerable beholders have lost 
  some of their eyestalks but gained the ability to cast spells 
  instead. Learning spell is a difficult process for a beholder 
  and is only possible when it loses its central antimagical 
  eye or, like the elder orb, lives long enough to master 
  arcana magic anyway. Beholders hunger for power and are 
  as megalomaniac as any beholder, but are also more social. 
  They often lead beholder factions or work as advisers for 
  even more powerful beings. Beholders avoid beholder 
  communities lead by hive mothers, with whom they do not 
  get along well.
  One-Eye Wizards. Despite their outstanding intellect, 
  elder orbs often know comparably few spells. Always 
  jealous, they avoid to exchange spell formulae with other 
  spellcasters, especially other elder orbs or beholder mages. 
  Furthermore, elder orbs need to develop variants spells 
  that only require verbal components. One spell that is 
  known to almost elder orbs is charm death tyrant, a spell 
  designed to take control over death tyrants and other 
  undead beholders.
  Charm Death Tyrant
  4st-level enchantment (wizard, warlock)
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: 1 month
  You attempt to charm an undead beholder you can see 
  within range. It must make a Wisdom saving throw, and 
  does so with advantage if you or your companions are fight-
  ing it. If it fails the saving throw, it is charmed by you until 
  the spell ends. The charmed beholder obeys your every 
  command to the best of its ability. At any given time, you 
  can control a maximum number of undead beholders equal 
  to your Intelligence modifier. When you attempt to charm 
  another beholder, a random beholder already under your 
  control is freed. When the spell ends, the creature knows it 
  was charmed by you.
  Gouger
  The gouger is an abomination bred from true beholders. 
  It resembles a beholder, but is larger, with four short legs 
  and a massive, gruesome tongue. The gouger's eyestalks, 
  now without function, are constantly twitching. Gougers 
  possess the antimagic common beholders have, and never 
  ever close it. Designed to be expendable killers, gougers 
  are reckless and have almost no sense of self-preservation.
  Beholder Killers. The gouger is an aberrant beholder 
  originally created by the phaerimms. The phaerimms 
  found little use for their new servants until a group of three 
  free phaerimms called the Triumvirate conquered the 
  beholder city of Ooltul. Due to heavy resistance by behold-
  ers and beholder mages, the Triumvirate started to deploy 
  gougers against the beholders, which proved reasonably 
  effective. The phaerimms did not bother to keep a close eye 
  on their creations and gougers quickly spread throughout 
  the Underdark.
  Gouger
  Large aberration (beholder), neutral evil
  Armour Class 16 (natural armour)
  Hit Points 161 (19d10+57)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  16 (+3)
  9 (-1)
  10 (+0)
  10 (+0)
  Saving Throws Dex +6, Int +3, Wis +4
  Skills Perception +4
  Conditions Immunities prone
  Senses darkvision 120 ft., passive Perception 14
  Languages Deep Speech
  Challenge 11 (7,200 XP)
  Antimagic Cone. The gouger's central eye creates an area of 
  antimagic, as in the antimagic field spell, in a 150-foot cone. At 
  the start of each of its turns, the gouger decides which way the 
  cone faces.
  Beholder Slayer. The gouger has advantage on attacks rolls 
  made against beholders.
  Actions
  Multiattack. The gouger makes one attack with its bite and two 
  with its tongue.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
  Hit: 23 (4d8+5) piercing damage.
  Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one crea-
  ture.
  Hit: 32 (6d8+5) bludgeoning damage.
  
  13
  Elder Orb
  Large aberration (beholder), lawful evil
  Armour Class 18 (natural armour)
  Hit Points 172 (23d10+46)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  16 (+3)
  21 (+5)
  18 (+4)
  18 (+4)
  Saving Throws Int +11, Wis +9, Cha +9
  Skills Arcana +10, Perception +9
  Conditions Immunities prone
  Senses darkvision 120 ft., passive Perception 19
  Languages Deep Speech, Undercommon
  Challenge 16 (15,000 XP)
  Antimagic Cone. The beholder's central eye creates an area of 
  antimagic, as in the antimagic field spell, in a 150-foot cone. At 
  the start of each of its turns, the beholder decides which way 
  the cone faces and whether the cone is active. The area works 
  against the beholder's own eye rays.
  Magic Resistance. The beholder has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 21 (6d6) piercing damage.
  Spellcasting. The beholder is an 11th-level spellcaster. Its 
  spellcasting ability is Intelligence (save DC 18, +10 to hit with 
  spell attacks). The beholder only ever has one spell slot per 
  spell level, no matter its level. It has the following wizard spells 
  prepared:
  Cantrips (at will): acid splash, dancing lights, mage hand, ray of 
  frost
  1st level (1 slot): detect magic, fog cloud, silent image
  2nd level (1 slot): detect thoughts, darkness
  3rd level (1 slot): dispel magic, slow
  4th level (1 slot): charm death tyrant, Otiluke's resilient sphere 
  5th level (1 slot): hold monster, wall of force 
  6th level (1 slot): flesh to stone, globe of invulnerability
  Eye Rays. Due to their advanced age, elder orbs usually have 
  lost a few of their eyestalks. Roll 1d4 to determine how many 
  eyestalks the elder orb has lost, roll 1d4. Then roll 1d10 for every 
  eyestalk to determine which eyestalks have been lost (reroll 
  duplicates). The beholder shoots three of the following magical 
  eye rays at random (reroll duplicates), choosing one to three 
  targets it can see within 120 feet of it:
  1. Charm Ray. The targeted creature must succeed on a DC 17 
  Wisdom saving throw or be charmed by the beholder for 1 hour, 
  or until the beholder harms the creature.
  2. Paralysing Ray. The targeted creature must succeed on a DC 
  17 Constitution saving throw or be paralysed for 1 minute. 
  The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 17 
  Wisdom saving throw or be frightened for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, end-
  ing the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 
  17 Dexterity saving throw. On a failed save, the target's speed 
  is halved for 1 minute. In addition, the creature can't take reac-
  tions, and it can take either an action or a bonus action on its 
  turn, not both. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 17 
  Constitution saving throw, taking 36 (8d8) necrotic damage on a 
  failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on 
  a DC 17 Strength saving throw or the beholder moves it up to 30 
  feet in any direction. It is restrained by the ray's telekinetic grip 
  until the start of the beholder's next turn or until the beholder 
  is incapacitated. If the target is an object weighing 300 pounds 
  or less that isn't being worn or carried, it is moved up to 30 
  feet in any direction . The beholder can also exert fine control 
  on objects with this ray, such as manipulating a simple tool or 
  opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 17 
  Wisdom saving throw or fall asleep and remain unconscious 
  for 1 minute. The target awakens if it takes damage or another 
  creature takes an action to wake it. This ray has no effect on 
  constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 17 
  Dexterity saving throw. On a failed save, the creature begins to 
  turn to stone and is restrained. It must repeat the saving throw 
  at the end of its next turn. On a success, the effect ends. On a 
  failure, the creature is petrified until freed by the greater restora-
  tion spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must suc-
  ceed on a DC 17 Dexterity saving throw or take 54 (12d8) force 
  damage. If this damage reduces the creature to 0 hit points, its 
  body becomes a pile of fine grey dust. If the target is a Large 
  or smaller non magical object or creation of magical force, it is 
  disintegrated without a saving throw. If the target is a Huge or 
  larger object or creation of magical force, this ray disintegrates a 
  10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 17 
  Dexterity saving throw or take 66 (12d10) necrotic damage. The 
  target dies if the ray reduces it to 0 hit points.
  Legendary Actions
  The beholder can take 3 legendary actions, using the 
  options below. It can take only one legendary action at a 
  time and only at the end of another creature's turn. The 
  beholder regains spent legendary actions at the start of 
  its turn.
  Eye Ray. The beholder uses one random eye ray.
  Spell (Costs 2 Actions). The beholder casts a spell.
  
  14
  Blazing Bones
  The blazing bones resembles a skeleton engulfed by 
  flames. It is created when a cleric, wizard or sorcerer 
  prepares a contingency in order to save himself from being 
  killed by fire. Should the contingency spell go awry and the 
  caster be killed, there is a chance that he turns into a blaz-
  ing bones and goes insane.
  Endless Pain. The blazing bones is constantly on fire, 
  but never consumed by it. It lives an unlife in agony, and 
  the only way to momentarily ease it pain is to burn living 
  beings and wage destruction. Thus, blazing bones inevita-
  bly become killer that set everything and everyone on fire. 
  Blazing bones avoid other undead in general and other 
  blazing bones specifically. The only time several of them 
  can be found in one place is when a powerful wizard delib-
  erately sacrifices some of his apprentices to turn them into 
  blazing bones. These blazing bones cannot be controlled 
  directly, but can be ordered to saty in one place and not 
  attacker their master.
  Undead Nature. A blazing bones doesn't require air, food, 
  drink, or sleep.
  Blazing Bones
  Medium undead, chaotic evil
  Armour Class 15 (natural armour)
  Hit Points 58 (13d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  10 (+0)
  17 (+0)
  15 (+2)
  12 (+1)
  Damage Vulnerabilities bludgeoning
  Damage Immunities fire, poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 
  Languages understands all languages it knew in life but can't 
  speak
  Challenge 4 (1,100 XP)
  Fire Absorption. Whenever the blazing bones is subjected to fire 
  damage, it takes no damage and instead regains a number of 
  hit points equal to the fire damage dealt. 
  Illumination. The blazing bones sheds bright light in a 10-foot 
  radius and dim light for an additional 10 feet.
  Actions
  Multiattack. The blazing bones makes two claw attacks.
  Claw. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
  Hit: 13 (3d6+3) slashing damage plus 7 (2d6) fire damage.
  Hurl Fire. Ranged Weapon Attack. +5 to hit, range 30/120 ft., one 
  target. Hit: 13 (3d6+3) fire damage.
  Firewind (Recharge 6). The blazing bones temporarily collapses 
  into a whirlwind of flames and bones with a 15-foot-radius. Each 
  creature in that area must make a DC 14 Dexterity saving throw, 
  taking 21 (6d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Burnbones
  The burnbones are clerics of Cyric infused with a portion 
  of the power of their god. This transformation consumes 
  the cleric's entire body, leaving nothing but a burning 
  skeleton behind. Burnbones resemble a blazing bones, but 
  are entirely black and they always wear the symbol of Cyric 
  prominently. A burnbones retains its ability to use divine 
  magic, and no longer requires any material components.
  Burning Fanatics. Cyric originally created burnbones 
  when his cult was still young and under pressure from 
  other religious factions, especially the church of Bane. 
  Only the most devoted of Cyric's followers are turned into 
  burnbones. As a result, most of them are unstable and 
  insane. Occasionally, Cyric transforms a lesser follower of 
  his. These burnbones will eventually be consumed by their 
  own fire and exist only for a couple of moths or years.
  Undead Nature. A burnbones doesn't require air, food, 
  drink, or sleep.
  Burnbones
  Medium undead, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 117 (18d8+36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  15 (+2)
  18 (+4)
  15 (+2)
  Saving Throws Con +6, Int +6, Wis +8
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities fire, poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 10 (5,900 XP)
  Heated Body. A creature that touches the burnbones or hits it 
  with a melee attack while within 5 feet of it takes 18 (4d8) fire 
  damage.
  Illumination. The burnbones sheds bright light in a 15-foot 
  radius and dim light for an additional 15 feet.
  Magic Resistance. The burnbones has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The burnbones is an 10th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 16, +8 to hit with 
  spell attacks), and it requires no components to cast spells. It 
  has the following cleric spells prepared:
  Cantrips (at will): resistance, sacred flame, thaumaturgy
  1st level (4 slots): command, detect magic, shield of faith
  2nd level (3 slots): augury, hold person
  3rd level (3 slots): bestow curse, dispel magic
  4th level (3 slots): banishment, control water
  5th level (2 slots): contagion, geas
  Actions
  Multiattack. The burnbones uses it flame touch twice.
  Flame Touch. Melee Spell Attack. +8 to hit, reach 5 ft., one target.
  Hit: 48 (8d10+4) fire damage. Resistance to fire damage is not 
  applied to this attack. Immunity to fire damage is treated as 
  resistance fire damage instead.
  
  15
  Cat
  The cat is a widespread domestic animal, valued for the 
  companionship it provides and for its ability to hunt ver-
  min. Cats are even venerated in some societies and consid-
  ered to be divine creatures or messengers of the gods.
  Change Cat
  The change cat is the result of magical experiments. In 
  its favoured from, it looks and behaves like a common 
  domestic cat. However, the change cat has the ability to 
  transform itself into a plains cat, greatly increasing its size 
  and physical power. Change cats were originally bred by 
  a wizard who wanted to replace his guards with a watch 
  animal that would also make a suitable pet. Some es-
  caped into the wilderness since, but change cats can still 
  be found in the homes of the rich and powerful. Change 
  cats like humans, elves and half-elves, mistrust gnomes, 
  dwarves and halflings, and do not like evil humanoids such 
  as goblins or orcs at all.
  Elven Cat
  Many centuries ago, wild cats were domesticated by the 
  elves. Over time, these cats inherited some of the won-
  drous elven nature. Elven cats look like domestic cats, but 
  are more intelligent and can even converse in a basic form 
  of Elvish. They are very stealthy and have the ability to 
  magically increase their size and physical power.
  Luck Eater
  The luck eater looks like a slender domestic cat with short 
  black or golden fur. This rare breed of cats is virtually 
  unable to cause direct physical harm to anyone, but is a 
  dangerous being nevertheless. Luck eaters charm other 
  creatures with their and convince them to take care of 
  them. Once that has happened, the luck eater begins to 
  feed on that creature's luck - hence their name. Luck eaters 
  who are not feed will even try to force their benefactors to 
  fight one another.
  Sand Cat
  The sand cat is a feline creature found in the deserts and 
  dry steppes of Faerûn. It is slightly taller and longer than 
  a domestic cat, has sandy brown fur and long pointy ears 
  that end in a white tuft.
  Lucky Pets. The sand cat is a predator but does not 
  attack humans or other larger creatures. Members of the 
  tribes of the deserts and steppes often train sand cats and 
  offer them as presents to nobles and other political lead-
  ers. Sand cats have to be trained from an early age one lest 
  they become uncontrollable.
  Change Cat
  Small monstrosity (shapechanger), unaligned
  Armour Class 13
  Hit Points 22 (5d6+5)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  12 (+1)
  3 (-4)
  14 (+2)
  8 (-1)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages —
  Challenge 1/2 (100 XP)
  Keen Smell. The cat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Shapechanger. The cat can use its action to polymorph into a 
  Medium plains cat, or back into a common cat. Its statistics, 
  other than its size, are the same in each form. As a plains cat, 
  the cat makes Dexterity checks and Dexterity saving throws with 
  advantage.
  Actions
  Multiattack. The cat makes two attacks: one with its bite and 
  one with its claw.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 2 (1d4) piercing damage, or 7 (2d4+2) piercing damage 
  while enlarged.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 3 (1d6) slashing damage, or 9 (2d7+2) slashing damage 
  while enlarged.
  Elven Cat
  Tiny monstrosity, neutral
  Armour Class 14
  Hit Points 7 (3d4)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  18 (+4)
  10 (+0)
  5 (-3)
  14 (+2)
  10 (+0)
  Skills Perception +4, Stealth +5
  Senses passive Perception 14
  Languages Elvish
  Challenge 1/4 (50 XP)
  Keen Smell. The cat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Magic Resistance. The cat has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 6 (1d4+4) slashing damage, or 9 (2d4+4) slashing damage 
  while enlarged.
  Enlarge (1/Day). For 1 minute, the cat magically increases in 
  size. While enlarged, the cat is Medium, doubles its damage 
  dice on Dexterity-based weapon attacks (included in the at-
  tacks), and makes Strength checks and Strength saving throws 
  with advantage. If the cat lacks the room to become Large, it 
  attains the maximum size possible in the space available.
  
  16
  Luck Eater
  Tiny fey, chaotic neutral
  Armour Class 13
  Hit Points 7 (3d4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  16 (+3)
  10 (+0)
  7 (-2)
  12 (+1)
  17 (+3)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Feline Charm. The cat begins to purr. Intelligent creatures within 
  a 30-foot-radius have to make a DC 13 Wisdom saving throw. 
  Those who fail their saving throw become charmed. Charmed 
  creatures have the desire to take care of the cat and feed it. They 
  also have disadvantage on attack rolls, saving throws and ability 
  checks. Those who succeed their saving throw are not affected, 
  but have to repeat the saving throw every turn until they leave 
  the area. Deafened creatures are immune to the luck eater's 
  charm. When no attack rolls or ability checks are made in a 
  30-foot-radius around the luck eater within the next 30 minutes 
  after the first victim has been charmed, the cat alters its charm. 
  All charmed creatures have to make another DC 13 Wisdom 
  saving throw. Those who fail have to attack the next creature 
  they meet that isn't part of their group. Those who succeed 
  merely stay charmed. Should no attack rolls or ability checks be 
  made within another 30 minutes after this, the cat alters its purr 
  once more. Those who fail a DC 13 Wisdom saving throw this 
  time attack the nearest creature, even if it is an ally. If a charmed 
  creature leaves the 30-foot-radius around the cat, it is no longer 
  charmed after 1 minute.
  Sand Cat
  Tiny beast, unaligned
  Armour Class 12
  Hit Points 7 (2d4+2)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  15 (+2)
  13 (+1)
  3 (-4)
  14 (+2)
  6 (-2)
  Skills Perception +4, Stealth +4
  Senses passive Perception 14
  Languages —
  Challenge 1/8 (25 XP)
  Keen Smell. The cat has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 5 (1d6+2) slashing damage.
  Chitine
  The chitines are a race of small humanoids with arachnoid 
  features. They have four arms, and while a chitine's face 
  looks human, it has two long mandibles and multi-faceted 
  eyes. Chitines have long, oily hair and bushy eyebrows. 
  Their skin is grey and mottled, and constantly secrets an 
  oily substance. This substance negates the adhesive effect 
  of spider webs and allows chitines to move over webbing 
  without being hindered. Chitines spin sticky spider silk and 
  use it as a material to build their homes, just like other rac-
  es use wood and stone. This webbing is also used to make 
  lightweight armour.
  Renegade Experiments. It is said that the chitines were 
  originally created by drow wizards from the city of Ched 
  Nasad. The goal was to create a race of slaves both loyal 
  and similar to the drows' beloved spiders. However, chit-
  ines turned out to be unruly. A couple of escaped, and chit-
  ines can now be found throughout the northern reaches of 
  the Underdark. Their largest stronghold is a collective of 
  villages and outposts known as Yathchol, located beneath 
  the Far Forest southeast of Hellgate Keep. Chitines are 
  hunted by both drow and driders.
  Children of Lolth. Lolth, the Spider Queen, is the only 
  deity chitines worship. Their are jealous of the drow, and 
  constantly plot to destroy them and become the sole race 
  favoured by Lolth. Comparably small in numbers and 
  less sophisticated than their enemies, the chitines are 
  unlikely to become an actual threat to the drow any time 
  soon. The clerics of Lolth among the chitines are known 
  as choldriths. Choldrith resemble large, pale spider with a 
  humanoid head, long hair and long, horn-like ears. Chold-
  riths have eight spider legs, two of which are slender and 
  serve as hands. In chitine society, choldriths are viewed 
  as beings blessed by Lolth due their close resemblance of 
  the Spider Queen. It is unclear whether choldriths are a 
  special breed of chinines or a different species altogether.
  Chitine
  Small humanoid, neutral evil
  Armour Class 14 (webbing armour)
  Hit Points 18 (4d6+4)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  12 (+1)
  13 (+1)
  11 (+0)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Elvish, Undercommon
  Challenge 1/2 (100 XP)
  Sunlight Sensitivity. While in sunlight, the chitine has disadvan-
  tage on attack rolls, as well as on Wisdom (Perception) checks 
  that rely on sight.
  Web Walker. The chitine ignores movement restrictions caused 
  by webbing.
  Actions
  Multiattack. The chitine makes two attacks with its short sword. 
  Short sword. Melee Weapon Attack. +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) slashing damage.
  
  17
  Choldrith
  Large monstrosity, chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 76 (9d10+27)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  17 (+3)
  15 (+2)
  16 (+3)
  14 (+2)
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Abyssal, Elvish, Undercommon
  Challenge 4 (1,100 XP)
  Spider Climb. The choldrith can climb difficult surfaces, includ-
  ing upside down on ceilings, without needing to make an ability 
  check.
  Sunlight Sensitivity. While in sunlight, the choldrith has dis-
  advantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Web Sense. While in contact with a web, the choldrith knows 
  the exact location of any other creature in contact with the same 
  web.
  Web Walker. The choldrith ignores movement restrictions 
  caused by webbing.
  Spellcasting. The choldrith is a 4th-level spellcaster. Its spell-
  casting ability is Wisdom (spell save DC 13 , +5 to hit with spell 
  attacks). The choldrith has the following cleric spells prepared:
  Cantrips (at will): guidance, resistance, spare the dying
  1st level (4 slots): bane, cure wounds, shield of faith
  2nd level (3 slots): hold person, silence
  Actions
  Multiattack. The choldrith makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
  Hit: 4 (2d8) piercing damage plus 9 (2d8) poison damage.
  Web (Recharge 5-6). Ranged Weapon Attack. +5 to hit, range 
  30/60 ft., one creature. Hit: The target is restrained by webbing. 
  As an action, the restrained target can make a DC 15 Strength 
  check, bursting the webbing on a success. The webbing can also 
  be attacked and destroyed (AC 10; hp 5; vulnerability to fire dam-
  age; immunity to bludgeoning, poison, and psychic damage).
  Chosen One
  Chosen ones were once human slaves of the Red Wizards. 
  Transformed by torture and magic, they now look like 
  extremely thin, hairless humans with twisted features and 
  tough leathery skin. These hideous caricatures of humans 
  serve as bodyguards and soldiers, and many Red Wizards 
  use them to guard their homes or personal belongings. 
  Vengeful Servant. Chosen ones are full of hate and wish 
  nothing more than to take revenge on those who caused 
  their pain and misery. The spell used to create chosen ones 
  directs this hatred away from the chosen one's creator an 
  his allies and towards everybody else. However, the spell 
  used to create chosen ones is flawed, and sometimes their 
  conditioning breaks down. In this case, the chosen ones 
  relive their past memories and see who is truly responsible 
  for their pain. More than one Red Wizard has been ripped 
  apart by its own chosen one servant.
  Create Chosen One
  5th-level transmutation (sorcerer, wizard)
  Casting Time: 1 hour
  Range: Touch
  Components: V, M
  Duration: Instantaneous
  You transform a restrained human of challenge rating 1 
  or lower into a chosen one. At the end of the casting, the 
  target must make a Wisdom saving throw. On a failed save, 
  the victim is transformed into a chosen one under your 
  control.
  Chose One
  Medium humanoid, chaotic evil
  Armour Class 14 (natural armour)
  Hit Points 27 (5d8+5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  6 (-2)
  12 (+1)
  8 (-1)
  Senses passive Perception 11
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Berserk. From the beginning of its fifth combat turn on, there is 
  a cumulative 1% chance that the chosen one goes berserk at the 
  beginning of its turn. If this happens, the chosen one ignores 
  whatever orders its creator has given it, and tries to reach its 
  creator and destroy him as fast as possible. 
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
  Hit: 11 (2d8+2) piercing damage, and the target must make a 
  DC 11 Constitution saving throw, taking 9 (2d8) poison damage 
  on a failed save, or half as much damage on a successful one.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
  Hit: 11 (2d8+2) slashing damage.
  
  18
  Curst
  The curst are undead humans trapped in the world of the 
  living due to a curse. A curst looks much like it did in live, 
  but has gaunt, unnaturally white skin and eyes that are 
  entirely black. A curst can be created when a bestow curse 
  spell is cast on a human followed by a carefully worded 
  wish. However, curst are seldom created on purpose, as a 
  crust's creator holds no power over it. Occasionally, curst 
  serve a master to attain the mercy of death. Curst prefer 
  to live in darkness, even though they are not harmed or 
  hindered by light. They often wear black clothes and only 
  talk when necessary.
  The Curst of Waterdeep. Curst are very rare and most of 
  them are created accidentally. During the Time of Trouble, 
  several dozen watchmen and guards from Waterdeep were 
  exposed to an outbreak of wild magic while they were fight-
  ing followers of Myrkul. These men were transformed into 
  curst and allegedly still wander the sewers of Waterdeep.
  Undead Nature. A curst doesn't require air, food, drink, 
  or sleep.
  Creating a Curst
  Cursts can only be created from humans, and it is unknown 
  why other races are not susceptible to the curst's unique con-
  dition. To create a curst, bestow curse has to be cast on the 
  victim followed by a wish. Both spells have to be cast by the 
  same caster, who does not gain any control ov`er the curst. 
  After their creation, only a remove curse spell will destroy a 
  curst permanently.
  Curst Template
  Any human can become a curst. Creating a curst deliber-
  ately is possible, but most cursts are the rest of magical 
  accidents. When a creature becomes a curst, it retains all 
  its statistics except as noted below.
  Type. The creature becomes an undead.
  Alignment. The curst is chaotic neutral.
  Intelligence. The creature's Intelligence score is lowered 
  by 1d4.
  Damage Immunities. The curst is immune to cold, fire, 
  and poison.
  Conditions Immunities. The curst cannot be exhausted 
  or poisoned.
  Senses. The curst gains darkvision with a radius of 60 
  feet.
  Devoid of Magic. The dread warrior can not cast spells 
  or use any other magical abilities.
  Healing Susceptibility. Unlike other undead, the curst 
  can regain hit points via cure wounds or similar spells.
  Magic Resistance. The curst has advantage on saving 
  throws against spells and other magical effects.
  Rejuvenation. A destroyed curst reforms within 2d12 
  hours, regaining all its hit points and becoming active 
  again. A remove curse spell destroys the curst instantly 
  and permanently.
  Turn Immunity. The curst is immune to any effect that 
  turns undead.
  New Action: Weapon Attack. When the curst deals 
  damage with a melee weapon attack, the attack deals an 
  additional 13 (3d8) necrotic damage.
  Curst
  Medium undead, chaotic neutral
  Armour Class 18 (chain mail, shield)
  Hit Points 90 (12d6+36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  8 (-1)
  11 (+0)
  8 (-1)
  Damage Immunities cold, fire, poison
  Conditions Immunities exhaustion, poison
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 5 (1,800 XP)
  Healing Susceptibility. Unlike other undead, the curst can regain 
  hit points via cure wounds or other healing spells.
  Magic Resistance. The curst has advantage on saving throws 
  against spells and other magical effects.
  Rejuvenation. A destroyed curst reforms within 2d12 hours, re-
  gaining all its hit points and becoming active again. A rejuvenat-
  ed curst rises within 5 feet of the spot where it was destroyed. A 
  remove curse spell destroys the curst instantly and permanently.
  Turn Immunity. The curst is immune to any effect that turns 
  undead.
  Actions
  Multiattack. The curst makes two attacks with its longsword.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8+4) slashing damage plus 13 (3d8) necrotic 
  damage.
  
  19
  Dark Tree
  The dark tree is a sentient tree native to the Shining 
  South. A dark tree looks like a large cypress, but has two 
  arm-like branches and a pair of dark, narrow eyes. These 
  features are difficult to see without inspecting the dark tree 
  closely, providing it with natural camouflage.
  Blood Drinkers. Superficially, dark trees resemble tre-
  ants, but the hatred glittering in their eyes betrays them. 
  Dark trees can live on photosynthesis and the nutrients the 
  soil offers, but prefer to supplement their diet with blood. 
  They reproduce by budding and require large amounts of 
  blood to be able to do so.
  Renegade Servants. Dark trees can be found in the Shin-
  ing South. They were originally created centuries ago by 
  Benauril, a wizard from Halruaa. Benauril intended to cre-
  ate dark trees as loyal servants similar to treants (none of 
  which would ever enter his service deliberately). The dark 
  trees turned on their creator and can since be found in 
  Wood of Dark Trees in Durpar as well as the Amtar Forest 
  north of Dambrath and the Granuin Forest in Luiren.
  Dark Tree
  Huge plant, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 138 (12d12+60)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  8 (-1)
  21 (+5)
  5 (-3)
  10 (+0)
  7 (-2)
  Damage Vulnerabilities cold
  Damage Resistances fire
  Senses passive Perception 10
  Languages Sylvan
  Challenge 6 (2,300 XP)
  False Appearance. While the dark tree remains motionless, it is 
  indistinguishable from a normal cypress.
  Actions
  Multiattack. The dark tree makes two slam attacks and uses its 
  confusion ability, or makes a bite attack and uses its confusion 
  ability.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
  Hit: 24 (4d8+6) piercing damage.
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
  Hit: 15 (2d8+6) bludgeoning damage. A target that is hit by two 
  slam attacks in one round is grappled (escape DC 15). If the tar-
  get is Medium or smaller, it is also restrained until this grapple 
  ends. While grappling the target, the dark tree has advantage on 
  attack rolls against it and can't use this attack against other tar-
  gets. When the dark tree moves, any Medium or smaller target 
  it is grappling moves with it.
  Confusion. The dark tree chooses a creature within 50 feet. The 
  target must succeed on a DC 15 Wisdom saving throw or will 
  become confused for 1 minute. A confused creature uses all its 
  movement to move in a random direction during its turn. To 
  determine the direction, roll a d8 and assign a direction to each 
  die face. A confused creature doesn’t take an action during its 
  turn. The creature can repeat the saving throw at the end of 
  each of its turns, ending the effect early on a success.
  Darkenbeast
  The darkenbeast is a fearsome creature created from com-
  mon animals. Once transformed, the darkenbeast becomes 
  a bat-winged monstrosity not unlike a pterodactyl. They 
  have grey leathery skin stretched tightly on their bones. 
  Their bones glow through their skin green or purple, giving 
  darkenbeasts a skeletal appearance. Occasionally, dark-
  enbeasts retain a feature of their former shape and close 
  observation tells what kind of animal that darkenbeasts 
  was created from. Darkenbeasts are mainly used as mes-
  sengers, guardians and as helpers in combat. During its 
  creation, a spell can be embedded in a darkenbeast and 
  later be used by its master. The Red Wizards of Thay value 
  this aspect of the darkenbeasts and are notorious for their 
  usage.
  Darkenbeast
  Medium monstrosity, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 71 (11d8+22)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  16 (+3)
  5 (-3)
  11 (+0)
  4 (-3)
  Conditions Immunities charmed
  Senses darkvision 120 ft., passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Spell Embedding. When a spell is cast on a darkenbeast right 
  after its creation and darkenbeast's creator succeeds on a DC 12 
  check for his spellcasting ability, the spell will be embedder into 
  the darkenbeast. Otherwise, the spell has no effect. The spell 
  can be embedded using a higher spell slot. Using an action, the 
  darkenbeast's creator can cast the embedded spell at any time, 
  provided the darkenbeast is within a range of 30 feet. If he does 
  so, the spell is cast as if the creator were casting it normally. 
  Casting the spell does not expend a spell slot. The spell has a 
  25% chance to fail and have no effect, with an additional 10% 
  chance for every other darkenbeast-embedded spell the caster 
  has used. This chance of failure is again reduced to 25% after 
  the creator took a long rest. In any case, the darkenbeast bursts 
  into purple or emerald flames and dies. Upon death, it reverts 
  back to sit original form.
  Sunlight Sensitivity. While in sunlight, the darkenbeast has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight. When the darkenbeasts starts its turn 
  in sunlight, roll a d4. On a 4, the darkenbeast turns back into 
  the beats it was created from and is no longer under the control 
  of its master.
  Actions
  Multiattack. The darkenbeast makes two attacks: one with its 
  claw and one with its bite. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 21 (4d8+3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 16 (3d8+3) slashing damage.
  
  20
  Create Darkenbeast
  5th-level transmutation (warlock, wizard)
  Casting Time: 1 hour
  Range: 30 feet
  Components: V, S, M (dried wyvern blood and a black 
  pearl worth 200 GP)
  Duration: Instantaneous
  This spell transforms a beast of challenge rating 1 or 
  lower that you can see within range into a darkenbeast. An 
  unwilling creature must make a Wisdom saving throw to 
  avoid the effect. The spell has to be cast indoors, under-
  ground or at night. The transformation is permanent, but 
  can reversed with dispel magic. A sunbeam or sunburst 
  immediately reverse the transmutation. The darkenbeast 
  obeys all order of its creator and can receive telepathic 
  commands over a distance of up to 30 feet.
  When you cast a spell on the darkenbeast right after its 
  creation and succeed on a DC 12 check for your spellcast-
  ing ability, the spell will be embedded into the darkenbeast. 
  Otherwise, the spell has no effect. The spell can be embed-
  ded using a higher spell slot. Using an action, you can cast 
  the embedded spell at any time, provided the darkenbeast 
  is within a range of 30 feet. If you does so, the spell is cast 
  as if you were casting it normally. Casting the spell does 
  not expend a spell slot. The spell has a 25% chance to fail 
  and have no effect, with an additional 10% chance for every 
  other darkenbeast-embedded spell you have used. This 
  chance of failure is again reduced to 25% after you took a 
  long rest. In any case, the darkenbeast bursts into purple 
  or emerald flames and dies. Upon death, it reverts back to 
  sit original form.
  Darktentacles
  The darktentacles is an octopoid swamp monster. It is 
  as intelligent as it is malicious, and uses treasure to lure 
  travellers within its reach. The darktentacles has a shiny 
  black body and no less than thirty-six arms. Instead of 
  suction cups, each arm is lined with glistering black eyes. 
  The darktentacles is amphibious and uses it arms to move 
  on land. Group or even mated pairs of darktentacles have 
  never been seen.
  Malicious Predator. The darktentacles does not hoard 
  treasures or equipment, but is aware of its value to other 
  species. It often places valuables close to the pond or lake 
  it resides in, waits for unsuspecting travellers to pass by, 
  and strikes when they are within reach. The darktentacles 
  can communicate with other species, but will only negoti-
  ate when if faces overwhelming odds. Occasionally, the 
  darktentacles uses its innate ability to charm other crea-
  tures and brings someone under its control. The victim is 
  then used to lure more prey to the darktentacles.
  Many-Armed Horror. The darktentacles has many, many 
  arms. A full-grown darktentacles has thirty-six arms. It 
  occasionally loses an arm in combat. Lost arms regrow 
  within a matter of days. Regrowing an arm makes a dark-
  tentacles even hungrier - and thus more dangerous - than it 
  already is. A darktentacles does use many, but not all of its 
  arm in combat. It is smart and dexterous enough to wield 
  two-handed weapon with one of its arms. Darktentacles 
  have no innate sense for magic items, and simply select the 
  weapons that look most efficient to them.
  Darktentacles
  Large monstrosity, chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 112 (15d10+30)
  Speed 10 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  17 (+3)
  14 (+2)
  12 (+1)
  7 (-2)
  Saving Throws Dex +5, Wis +4, Cha +1
  Skills Perception +4
  Condition Immunities blinded, prone
  Senses darkvision 60 ft., tremorsense 120 ft., passive Percep-
  tion 14
  Languages Aquan, Common, telepathy 30 ft.
  Challenge 7 (2,900 XP)
  Amphibious. The darktentacles can breathe air and water.
  Magic Resistance. The darktentacles has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The darktentacles makes eight attacks: four with its 
  slam, two with its greatsword and two with its pike. It can use a 
  maximum of four attacks against a single opponent during its 
  turn.
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  Hit: 6 (1d4+4) bludgeoning damage, damage, and the target is 
  grappled (escape DC 14).
  Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target.  Hit: 11 (2d6+4) slashing damage.
  Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  Hit: 9 (1d10+4) piercing damage.
  Tentacle Charm. One creature the darktentacles can see within 
  30 feet of it must succeed on a DC 15 Wisdom saving throw or 
  be magically charmed for 1 day. The charmed target obeys the 
  darktentacles's telepathic commands. If the target suffers any 
  harm or receives a suicidal command, it can repeat the saving 
  throw, ending the effect on a success. If the target successfully 
  saves against the effect, or if the effect on it ends, the target is 
  immune to this darktentacles's Charm for the next 24 hours. 
  The darktentacles can have only one target charmed at a time. If 
  it charms another, the effect on the previous target ends.
  
  21
  Deepspawn
  Deepspawn
  Large aberration, chaotic evil
  Armour Class 15 (natural armour, shield)
  Hit Points 144 (17d10+51)
  Speed 20 ft., swim 20 ft.
  Saving Throws Dex +4, Wis +4
  Skills Perception +5
  Conditions Immunities blinded
  Senses darkvision 120 ft., passive Perception 15
  Languages —
  Challenge 8 (3,900 XP)
  Amphibious. The deepspawn can breathe air and water.
  Actions
  Multiattack. The deepspawn makes four attacks: Two with its 
  bite and two with its tentacles. For each creature the deepspawn 
  has grappled, its has to forfeit a tentacle attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
  Hit: 26 (4d10+4) piercing damage.
  Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 15 (2d10+4) bludgeoning damage, and the target 
  is grappled (escape DC 16). If the target is Medium or smaller, 
  it is also restrained until this grapple ends. While grappling the 
  target, the deepspawn has advantage on attack rolls against 
  it. The deepspawn can grapple a maximum of two creatures 
  at once. When the deepspawn moves, any Medium or smaller 
  target it is grappling moves with it. The deepspawn can only 
  use this attack if it has grappled less than two creatures.
  Paralysing Ray (Recharge 5-6). The deepspawn chooses a 
  creature it can see within a range of 90 feet. The target must 
  succeed on a DC 16 Wisdom saving throw or be paralysed for 1 
  minute. This ability has no effect on undead. At the end of each 
  of its turns, the target can make another Wisdom saving throw, 
  ending the effect on itself on a success.
  The deepspawn is a terrifying monster that lives in the 
  underground. Its looks like a large, rubbery sphere with 
  multiple tentacles, some of which end in 
  mouths filled with sharp teeth. In addi-
  tion to that, the deepspawn has doz-
  ens of eyestalks which constantly 
  scan the environment. Deepspan-
  ws are infamous for their ability 
  to spawn other monsters. These 
  spawns have traits of the crea-
  tures the deepspawn consumed; 
  sometimes they even inherit their 
  intelligence or magical abilities. 
  Deepspawns are cunning creatures 
  and sometimes utilise the equipment 
  of those they kill, including weapons 
  and shields.
  Subterranean Horrors. Deep-
  spawns were first discovered by gold 
  dwarves from the Deep Realm. 
  The denizens of the Underdark 
  fear and despise deepspawns for 
  their ability to populate areas 
  with their spanws. Many subter-
  ranean races, including drow, 
  mind flayer, and aboleth, have 
  tried to exterminate deepspawns, to 
  no avail. Other factions like the 
  Zhentarim have caught some 
  of them and use them for their 
  own schemes. There are 
  even rumours of a group 
  in Skullport that sells 
  deepspawns.
  
  22
  Demon
  Demons are fiends native to the Abyss. They are malicious 
  creatures and have no true ruler, though some demon lords 
  and other powerful beings have brought sizable armies of 
  demons under their control. Demons have a long-standing 
  feud with the devils, the inhabitants of the Nine Hells.
  Arrow Demon
  Medium fiend (demon), chaotic evil
  Armour Class 14
  Hit Points 117 (18d8+36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  19 (+4)
  15 (+2)
  14 (+2)
  13 (+1)
  14 (+2)
  Saving Throws Dex +7, Wis +4, Cha +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Conditions Immunities poisoned
  Senses darkvision 120 ft., passive Perception 
  Languages Abyssal, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Close Combat Shot. The arrow demon does not suffer penalties 
  from using a ranged weapon while next to an opponent.
  Magic Resistance. The arrow demon has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The arrow demon makes two attacks with its com-
  posite longbow. It can't use the same type of arrow twice during 
  one turn.
  Longsword. Melee Weapon Attack: +9 to hit, +5 to hit, reach 5 ft., 
  one target. Hit: 10 (1d8+6) slashing damage.
  Composite Longbow. Ranged Weapon Attack: +9 to hit, range 
  150/600 ft., one target. Hit: 18 (2d10+6) piercing damage. De-
  pending on the type of arrow the arrow demon uses, the attack 
  has one of the following effects:
  1. Plague Arrow. The target takes an additional 13 (3d8) poison 
  damage and must succeed on a DC 13 Constitution saving 
  throw or be poisoned. The poison lasts until it is removed by 
  the lesser restoration spell or similar magic.
  2. Burning Arrow. The target takes an additional 18 (4d8) fire 
  damage.
  3. Frost Arrow. The target takes an additional 9 (2d8) cold 
  damage and musts succeed on a DC 14 Constitution saving 
  throw or be paralysed 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.
  4. Crystal Arrow. The target takes an additional 13 (3d8) radiant 
  damage and musts succeed on a DC 14 Constitution saving 
  throw or be blinded 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.
  Arrow Demon
  The arrow demon looks like a hairless humanoid with 
  green, leathery skin, glistering eyes and long sharp teeth. 
  The demon's most striking feature are its four arms. Due to 
  these arms and its enormous physical strength, an arrow 
  demon can wield and fire two bows at the same time - a 
  task that is all but impossible for other creatures. Arrow 
  demons were originally created to serve their lords in large 
  battalions, but have since begun to appear elsewhere. Mor-
  tals and other beings sometimes summon arrow demons 
  to serve them as guards or assassins.
  Ghour
  Ghours are demons that serve the abyssal lord Baphomet, 
  the Horned King. They resemble huge minotaurs with 
  twisted faces, burning eyes and enormous horns. Most 
  ghours are not found in Baphomet's labyrinthine domain 
  but on the Material Plane, where they lead groups of hill 
  giants, ogres, and minotaurs to enforce Baphomet's will. 
  Their true master is known only to a few people; most of 
  the followers of the ghour assume them to be godlike being 
  themselves. Occasionally, Baphomet sends out a ghour 
  to bring an independent minotaur tribe under his control. 
  Ghour are fearless creatures and liek to charge into battle, 
  ensured by their physical power.
  Ghour
  Huge fiend (demon), chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 149 (13d12+65)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  11 (+0)
  20 (+5)
  15 (+2)
  13 (+1)
  12 (+1)
  Saving Throws Dex +4, Int +6, Wis +5, Cha +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poisoned
  Conditions Immunities poison
  Senses darkvision 20 ft., passive Perception 11
  Languages Abyssal, giant, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Magic Resistance. The ghour has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The unicorn makes two attacks: one with its 
  hooves and one with its horn.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 25 (4d8+7) bludgeoning damage.
  Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 34 (6d8+7) piercing damage.
  Gas Breath (Recharge 5-6). The ghour exhales noxious gas in 
  a 30-foot cone. Each creature in that area must make a DC 16 
  Constitution saving throw, taking 35 (10d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  Terrifying Roar (1/Day). The Each creature within 240 feet can 
  can hear the roar and that fails a DC 15 Wisdom saving throw 
  is frightened for 1 minute. A frightened creature can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  
  23
  Rat-Fiend
  Rat-fiends look like large anthropomorphic rats with short 
  legs and a hunchback. Rat-fiends are demons, but rank low 
  on the social ladder of the Abyss. They are often mistreat-
  ed and abused by other demons, and protect themselves by 
  becoming the servant of a higher demon. Rat-fiends work 
  as messengers, manservants, and assassins. Accomplished 
  rat-fiends are treated well by their masters, but old or crip-
  pled rat-fiends often find themselves served up as dinner. 
  Rat-fiends with no master live as scavengers, always look-
  ing for food and bullying weaker demons.
  Rat-Catchers. Due to their low social status, many rat-
  fiends prefer to live on the Material Plane, where they ter-
  rorise rural communities and enjoy the superiority to other 
  beings they didn't know from the Abyss. Rat-fiends have 
  the ability to communicate with rats, and a rat-fiend on the 
  Material Plane is likely to command a swarm of common 
  and giant rats. These rats act as scouts and guards, and 
  gather food for their master.
  Rat-Fiend
  Medium fiend (demon), chaotic evil
  Armour Class 13
  Hit Points 71 (11d8+22)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  15 (+2)
  7 (-2)
  10 (+0)
  8 (-1)
  Saving Throws Con +4, Wis +2
  Skills Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Conditions Immunities poisoned
  Senses darkvision 60 ft., passive Perception 
  Languages Abyssal, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Insomnia. Magic can't put the rat-fiend to sleep.
  Keen Smell. The rat-fiend has advantage on Wisdom (Percep-
  tion) checks that rely on smell.
  Speak with Rats. The rat-fiend can communicate simple con-
  cepts to rats when it uses its telepathy.
  Actions
  Multiattack. The rat-fiend makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 12 (2d8+3) piercing damage. If the target is a creature other 
  than an undead, it must succeed on a DC 13 Constitution saving 
  throw or be paralysed 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.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 12 (2d8+3) slashing damage.
  Disenchanter
  The disenchanter resembles a gaunt camel with blue 
  fur and a single hump. It has a long, flexible neck and an 
  elongated snout. The disenchanter's tongue is even longer 
  than its head. Disenchanters are known and feared for 
  their ability to consume enchantments. They can detect 
  magic items and enchantments around them, and once 
  their flexible tongue touches a magic item, it loses some 
  of its magical qualities - sometimes even permanently. 
  Disenchanter are generally benevolent creatures, but can 
  get very aggressive when they want to feed.
  Mysterious Beasts. The origin of the disenchanter is 
  unclear. Some speculate that disenchanter were created by 
  the phaerimm, evil creatures that live beneath Anauroch, 
  and were intended to be used against their enemies, like 
  the sharn or the humans of Netheril. Others claim that 
  these creatures were bred by a group of desperate gener-
  als who needed a weapon to be used against their enemy's 
  magic, but later escaped their creatures and now roam the 
  wilderness in search for magic to consume.
  Disenchanter
  Large monstrosity, neutral
  Armour Class 15 (natural armour)
  Hit Points 52 (7d10+14)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  12 (+1)
  5 (-3)
  14 (+2)
  10 (+0)
  Senses passive Perception 12
  Languages Disenchanter
  Challenge 3 (700 XP)
  Aura of Absorption. The disenchanter is surrounded by an 
  invisible aura. A spell that targets the disenchanter directly is ab-
  sorbed by the aura and has no effect. The aura disappears when 
  the disenchanter is killed.
  Magic Sense. The disenchanter can sense magic items and 
  enchantments within 120 feet of it.
  Actions
  Multiattack. The disenchanter makes two attacks with its 
  hooves.
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 12 (2d8+3) bludgeoning damage.
  Tongue. The disenchanter touches an exposed magic item it can 
  see within 5 feet of it. If the object is being worn or carried by a 
  creature, the creature can make a DC 13 Dexterity saving throw 
  to avoid the disenchanter's tongue.
  The item loses a random magic property. If the item has no 
  magic properties, its enchantment level suffers a -1 penalty. 
  If the item has charges, it loses a charge instead. Lost magic 
  properties and enchantment levels are restored after 24 hours, 
  charges are not. If the target is no a spellcaster or does not carry 
  a magic item, this ability has no effect, unless the target has 
  been enchanted with a spell, in which case the enchantment is 
  permanently dispelled. Artefacts are not affected by this ability. 
  
  24
  Displacer Serpent
  Displacer Serpent
  Large monstrosity, chaotic evil
  Armour Class 13
  Hit Points 60 (8d10+16)
  Speed 30 ft., climb 10 ft., swim 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  6 (-2)
  12 (+1)
  7 (-2)
  Senses passive darkvision 60 ft., passive Perception 11
  Languages Draconic
  Challenge 2 (450 XP)
  Avoidance. If the displacer serpent is subjected to an effect that 
  allows it to make a saving throw to take only half damage, it 
  instead takes no damage if it succeeds on the saving throw, and 
  only half damage if it fails.
  Displacement. The displacer serpent projects a magical illusion 
  that makes it appear to be standing near its actual location, 
  causing attack rolls against it to have disadvantage. If it is hit 
  by an attack, this trait is disrupted until the end of its next turn. 
  This trait is also disrupted while the displacer serpent is inca-
  pacitated or has a speed of 0.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
  Hit: 7 (1d8+3) piercing damage
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6+3) bludgeoning damage and the target is 
  grappled (escape DC 15). Until this grapple ends, the creature 
  is restrained, and the displacer serpent can't constrict another 
  target. Grappled targets are displaced by the serpent's displace-
  ment ability. All attacks against a grappled target that aren't 
  made by the displacer serpent are made with disadvantage.
  The displacer serpent appears as a black snake with 
  striking green eyes and two vibrant purple stripes run-
  ning down is body. Displacer serpents share the displacer 
  beast's ability to project an illusionary image of their body 
  that shrouds their actual location. Displacer serpents are 
  not very intelligent, but know how to make use of this 
  ability when they hunt. They usually hunt small animals, 
  but bolder displacer serpents take on larger prey too. 
  Displacer serpents are no above killing and eating 
  sapient creatures. 
  Servants of Shar. These serpents are mainly found 
  in warm forests, and some of them have been sighted 
  near the town of Wheloon in Cormyr. These displacer 
  serpents are allegedly in the service of Shar.
  
  25
  Doppelganger, Greater
  Greater Doppelganger
  Medium monstrosity (shapechanger), neutral evil
  Armour Class 18 (natural armour)
  Hit Points 91 (14d8+28)
  Speed 30 f.t
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  19 (+4)
  14 (+2)
  17 (+3)
  16 (+3)
  18 (+4)
  Skills Deception +7, Insight +6, Persuasion +7
  Conditions Immunities charmed
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 6 (2,300 XP)
  Shapechanger. The doppelgänger can use its action to poly-
  morph into a Small or Medium humanoid it has seen, or back 
  into its true form. It can also create a unique face and body not 
  based on any specific individual. The doppelgänger's statistics, 
  other than its size, are the same in each form. Any equipment 
  it is wearing or carrying isn't transformed. It reverts to its true 
  form if it dies.
  Brain Eater. When the doppelgänger consumes the brain of a 
  Small or Medium humanoid, it absorbs that creature's mind, 
  memories and personality. After consuming the brain, the dop-
  pelgänger can assume the creature's identity with total accuracy, 
  including its skills and abilities. The only abilities that can't be 
  copied are spells other than cantrips from clerics, druids and 
  warlocks, as well as a paladin's supernatural abilities, as these 
  are granted by higher powers. The doppelgänger can host up 
  eight identities at once. When it consumes another brain, it 
  loses a random identity.
  Ambusher. The doppelgänger has advantage on attack rolls 
  against any creature it has surprised.
  Surprise Attack. If the doppelgänger surprises a creature and 
  hits it with an attack during the first round of combat, the target 
  takes an extra 13 (3d8) damage from the attack.
  Actions
  Multiattack. The doppelgänger makes two melee attacks.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 15 (2d10+4) slashing damage.
  Read Thoughts. The doppelgänger magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 
  inches of metal, or a thin sheet of lead blocks it. While the target 
  is in range, the doppelgänger can continue reading its thoughts, 
  as long as the doppelgänger's concentration isn't broken (as if 
  concentrating on a spell). While reading the target's mind, the 
  doppelgänger has advantage on Wisdom (Insight) and Charis-
  ma (Deception, Intimidation, and Persuasion) checks against 
  the target.
  Common doppelgängers can mimic humanoid they have 
  come across, but the greater doppelgänger has perfected 
  this ability and copies not only someone's outward appear-
  ance, but their whole identity. Greater doppelgängers looks 
  mostly like their lesser relatives - hairless, gaunt, grey 
  or blue skin, blank eyes - but are taller and have tougher 
  skin. When a greater doppelgänger consume the brain of 
  a humanoid, it gains all its abilities and skill, can speak 
  the languages its victim spoke, and even learn how to use 
  magic. This unique ability allows greater doppelgängers 
  to replace powerful humanoids and turn themselves into 
  high-ranking personality such as nobles, archmages or 
  generals. They avoid taking the identity of cleric, as they 
  cannot copy a cleric's divine gifts.
  Ruthless Egomaniacs. Greater doppelgängers are 
  extremely self-centred. Their entire life is focused on ac-
  quiring more wealth, power and influence. Greater doppel-
  gängers sometimes lead group of common doppelgängers 
  and fill entire organisations with their minions. They never 
  accept to work for someone else. The only exception to this 
  rule are apparently a group of greater doppelgängers in 
  Waterdeep those influence reaches into the Undermoun-
  tain and the city of Skullport.
  Dracimera
  Green Dracimera
  Large monstrosity, chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 189 (18d10+90)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (+0)
  21 (+5)
  6 (-2)
  14 (+2)
  10 (+0)
  Saving Throws Dex +4, Con +9, Wis +6, Cha +4
  Skills Perception +6
  Damage Resistances poison
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
  Languages Draconic
  Challenge 12 (8,400 XP)
  Actions
  Multiattack. The dracimera makes three attacks: one with its 
  bite, one with its horns, and one with its claws. When its poison 
  breath is available, it can use the breath in place of its bite or 
  horns.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
  Hit: 17 (2d10+6) piercing damage.
  Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 15 (2d8+6) bludgeoning damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 17 (2d10+6) slashing damage.
  Poison Breath (Recharge 4-6). The dracimera exhales poison in 
  a 30-foot cone. Each creature in that area must make a DC 17 
  Dexterity saving throw, taking 35 (10d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  The fearsome dracimera is the offspring of a cinmera and a 
  dragon. The frontal part of the dracimera's body resembles 
  that of a lion, the back part that of a goat. On the dracimera's 
  front is the head of a dragon surrounded by a lion's mane 
  as well as a reptilian head in the colour of the dracimera's 
  dragon parent. Furthermore, the creature has a pair of large 
  dragon wings and a serpent tail which ends in a second, 
  smaller reptilian head. All evil dragons can breed with chi-
  meras, but most of the dracimeras have a black or red drag-
  
  26
  on parent. Dracimeras with a metallic dragon parent are all 
  but unheard of.
  Creatures of the Cult. The Cult of the Dragon, highly in-
  terested in dragon and draconic creatures, has breed sever-
  al dracimeras. They are trained as guards and sometimes 
  used as shock troops for raids. Some of the dracimeras 
  found in the wilderness escaped the cult, others were cre-
  ated by coincidence. Dracimeras can breed true, but rarely 
  do so, as they are very uncommon creatures in general. 
  Dracimeras prefer the same habitat as they chimera parent 
  and require a large territory to sustain themselves. They do 
  not tolerate other powerful creatures and attack any such 
  creature should it enter its territory.
  Other Dracimeras
  The dracimera described above is a green dracimera, the 
  offspring of a green dragon and a chimera (or, less com-
  mon, the offspring of two other dracimeras). To create 
  dracimeras of other types, change the energy type of the 
  dracimera's breath weapon and the energy type it resists 
  according to the table below.
  Dracimera Types
  Colour
  Energy Type
  Breath Weapon
  Black
  Acid
  30'/5' line
  Blue
  Lightning
  30'/5' line
  Brown
  Acid
  30'/5' line
  Green
  Poison
  30' cone
  Red
  Fire
  30' cone
  White
  Cold
  30' cone
  Yellow
  Fire
  30' cone
  Dracohydra
  The dracohydra is a multiheaded monstrosity. It has the 
  body of a hydra, a pair of dragon wings and serpentine 
  necks that end in multiple black dragon heads. Like a 
  hydra's heads, the heads of a dracohydra can be severed, 
  but will always regrow unless the stump is cauterised. This 
  makes dracohydras dangerous opponents and notoriously 
  difficult to slay. Due to its draconic heritage, each of the 
  dracohydra's heads can spit acid. Dracohydras can be 
  found in remote locations far off from civilisation. They like 
  to sit on mountain peaks, looking down on their domain. 
  Usually the strongest creature in its territory, a dracohydra 
  does little more than hunt, eat, and sleep.
  Beasts of Legend. The origin of the dracohydra is 
  unclear. Some believe that these beings descent from 
  creatures that roamed the world before dragons did, and 
  have been hibernating for millennia. Others say that dra-
  cohydras are hydras blessed by Tiamat, the Queen of Evil 
  Dragons, and exist to destroy her enemies. According to a 
  third theory, dracohydras are merely the offspring of black 
  dragon and hydras, even though they are not usually found 
  in close to any of these creatures. The Cult of the Dragon is 
  known to employ dracohydras.
  Dracoydra
  Huge dragon, chaotic evil
  Armour Class 15 (natural armour)
  Hit Points 149 (13d10+78)
  Speed 30 ft., fly 40 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  23 (+6)
  6 (-2)
  14 (+2)
  10 (+0)
  Saving Throws Dex +4, Wis +6, Cha +4
  Skills Perception +6
  Damage Resistances acid
  Senses darkvision 60 ft., passive Perception 16
  Languages Draconic
  Challenge 10 (5,900 XP)
  Hold Breath. The dracohydra can hold its breath for 1 hour.
  Multiple Heads. The dracohydra has five heads. While it has 
  more than one head, the dracohydra has advantage on saving 
  throws against being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious. Whenever the dracohydra 
  takes 30 or more damage in a single turn, one of its heads dies. 
  If all its heads die, the dracohydra dies. At the end of its turn, 
  it grows two heads for each of its heads that died since its last 
  turn, unless it has taken fire damage since its last turn. The dra-
  cohydra regains 15 hit points for each head regrown in this way.
  Reactive Heads. For each head the dracohydra has beyond one, 
  it gets an extra reaction that can be used only for opportunity 
  attacks.
  Wakeful. While the dracohydra sleeps, at least one of its heads 
  is awake.
  Actions
  Multiattack. The dracohydra makes as many bite attacks as it 
  has heads. When its breath weapon is available, it can use the 
  breath in place of its bite.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
  Hit: 11 (1d10+6) piercing damage.
  Acid Breath (Recharge 5-6). The dracohydra exhales acid in a 
  10-foot cone. Each creature in that area must make a DC 16 
  Dexterity saving throw, taking 18 (4d8) acid damage on a failed 
  save, or half as much damage on a successful one. This attack 
  recharges separately for each of the dracohydra's heads.
  Wing Attack. The dracohydra beats its wings. Each creature 
  within 10 feet of the dracohydra must succeed on a DC 16 Dex-
  terity saving throw or take 11 (10+6) bludgeoning damage and 
  be knocked prone.
  
  27
  Dragon
  Dragons are a race of fearsome replies, often winged and 
  with devastating breath. They are an ancient species with 
  many shapes and colours. Dragons are rare, but inhabit 
  almost every corner of Faerûn.
  Brown Dragon
  Brown dragons reside in deserts. These dragons - some-
  times refereed to as great desert dragons - were first seen 
  in Raurin and are now frequent much of the wastes in 
  Eastern Mulhorand. The brown dragon's leathery scales 
  make it hard to spot in its natural environment. Unlike 
  most other dragons, the brown dragon has no wings, but 
  two large fins on its back. It compensates for its lack of 
  wings with fast reflexes and incredible speed.
  Desert Kings. Brown dragons consider themselves the 
  supreme rulers of their territory. Some of them live close to 
  settlements and terrorise these from time to time. Never-
  theless, folklore and legends treat the brown dragon more 
  favourable than the blue dragons. Brown dragons and blue 
  dragons are bitter rivals, but humans are the brown drag-
  on's main enemy and hunt it for its hide and its treasures.
  A Brown Dragon's Lair
  Brown dragons live in caves deep beneath the surface of 
  the desert. Sometimes these are the sunken ruins of an an-
  cient civilisation. A brown dragon does not return to its lair 
  every night and sometimes just buries itself in desert sand.
  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:
   •   The dragon chooses a 10-foot square area on the 
  ground that it can see within 90 feet of it. The ground 
  in that area turns into quicksand. Each creature on the 
  ground in that area when the mud appears must suc-
  ceed on a DC 15 Strength saving throw or sink into the 
  quicksand and become restrained. A creature can take 
  an action to attempt a DC 15 Strength check, freeing 
  itself or another creature within its reach and ending 
  the restrained condition on a success. Moving 1 foot in 
  quicksand costs 2 feet of movement.
   •   The dragon swirls up sand. All creatures in a 15- feet-ra-
  dius around it must make a DC 15 Constitution saving 
  throw or be blinded 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.
  Regional Effects
  The region containing a legendary brown dragon's lair is 
  warped by the dragon's magic, which creates one or more 
  of the following effects:
   •   Small sand storms are common within a 6-mile-radius 
  around the dragon's lair.
   •   Sources of water within 1 mile of the lair sometimes dry 
  out over night only to reappear a couple of days later.
   •   Reptilians that live within 1 mile of the lair tend to have 
  scales in shades that match the dragon's colour.
  If the dragon dies, these effects fade over the course of 
  1dl0 days with the exception of the last one.
  Adult Brown Dragon
  Huge dragon, neutral evil
  Armour Class 18 (natural armour)
  Hit Points 187 (15d12+90)
  Speed 60 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  22 (+6)
  14 (+2)
  16 (+3)
  13 (+1)
  Saving Throws Dex +6, Con +10, Wis +7, Cha +5
  Skills Perception +7, Stealth +6
  Damage Immunities acid
  Senses tremorsense 60 ft., darkvision 120 ft., passive Percep-
  tion 17
  Languages Common, Draconic
  Challenge 11 (7,200 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
  Hit: 14 (2d8+5) piercing damage plus 4 (1d8) acid damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 13 (2d6+5) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
  Hit: 13 (2d6+5) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that sis 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 13 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the dragon's Frightful Presence for the next 24 
  hours.
  Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot 
  line that is 10 feet wide. Each creature in that line must make a 
  DC 19 Dexterity saving throw, taking 45 (10d8) acid damage on 
  a failed save, or half as much damage on a successful one.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Sand Cloud (Costs 2 Actions). The dragon turns into a sand 
  cloud, allowing it to move through occupied spaces, and 
  moves up to half its land speed. It has to end its movement in 
  an unoccupied space. Creatures in space the dragon moved 
  through must succeed on a DC 17 Dexterity saving throw or 
  take 9 (1d8+5) slashing damage and be blinded until the start 
  of the dragon's next turn. Afterwards, the dragon turns back 
  into its natural form.
  
  28
  Ancient Brown Dragon
  Gargantuan dragon, neutral evil
  Armour Class 19 (natural armour)
  Hit Points 277 (15d20+120)
  Speed 60 ft., burrow 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  16 (+3)
  26 (+8)
  16 (+3)
  18 (+4)
  14 (+2)
  Saving Throws Dex +9, Con +14, Wis +10, Cha +8
  Skills Perception +10, Stealth +9
  Damage Immunities acid 
  Senses tremorsense 120 ft., darkvision 120 ft., passive Percep-
  tion 20
  Languages Common, Draconic
  Challenge 18 (20,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
  Hit: 20 (3d8+7) piercing damage plus 4 (1d8) acid damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
  Hit: 14 (2d6+7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
  Hit: 17 (3d6+7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that sis 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 17 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the dragon's Frightful Presence for the next 24 
  hours.
  Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot 
  line that is 10 feet wide. Each creature in that line must make a 
  DC 19 Dexterity saving throw, taking 58 (13d8) acid damage on a 
  failed save, or half as much damage on a successful one.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Sand Cloud (Costs 2 Actions). The dragon turns into a sand 
  cloud, allowing it to move through occupied spaces, and 
  moves up to half its land speed. It has to end its movement in 
  an unoccupied space. Creatures in space the dragon moved 
  through must succeed on a DC 20 Dexterity saving throw or 
  take 16 (2d8+7) slashing damage and be blinded until the 
  start of the dragon's next turn. Afterwards, the dragon turns 
  back into its natural form.
  Brown Dragon Wyrmling
  Medium dragon, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 19 (3d8+6)
  Speed 30 ft., burrow 15 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  14 (+2)
  10 (+0)
  12 (+1)
  11 (+0)
  Saving Throws Dex +2, Con +4, Wis +3, Cha +2
  Skills Perception +3, Stealth +2
  Damage Immunities acid
  Senses tremorsense 30 ft., darkvision 60 ft., passive Percep-
  tion 13
  Languages Draconic
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 6 (1d8+2) piercing damage plus 4 (1d8) acid damage.
  Acid Breath (Recharge 5-6). The dragon exhales acid in a 20-foot 
  line that is 5 feet wide. Each creature in that line must make a 
  DC 11 Dexterity saving throw, taking 16 (3d10) acid damage on a 
  failed save, or half as much damage on a successful one.
  Young Brown Dragon
  Large dragon, neutral evil
  Armour Class 17 (natural armour)
  Hit Points 57 (6d10+24)
  Speed 40 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  18 (+4)
  12 (+1)
  14 (+2)
  12 (+1)
  Saving Throws Dex +3, Con +6, Wis +5, Cha +3
  Skills Perception +4, Stealth +3
  Damage Immunities acid
  Senses tremorsense 60 ft., darkvision 60 ft., passive Percep-
  tion 14
  Languages Common, Draconic
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
  Hit: 12 (2d8+3) piercing damage plus 4 (1d8) acid damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 7 (1d8+3) slashing damage.
  Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot 
  line that is 5 feet wide. Each creature in that line must make a 
  DC 19 Dexterity saving throw, taking 38 (7d10) acid damage on a 
  failed save, or half as much damage on a successful one.
  
  29
  Deep Dragon
  The deep dragons, sometimes called purple dragons, are 
  a rare species of dragon that lives in the Underdark. Deep 
  dragon hatchlings have maroon scales and are born as 
  leg- and wingless serpents. When a deep dragon matures, 
  it grows limbs and wings, and its scales change to a deep, 
  rich purple, almost black. Deep dragons expertly navigate 
  the tunnels and caverns of the Underdark and prefer to 
  move on foot rather than use their wings.
  Dragons of the Dark. Deep dragons rarely venture to the 
  surface and even avoid the upper layers of the Underdark. 
  When they leave their cavernous home, they do it to take 
  revenge on somebody or retrieve stolen goods. Deep drag-
  ons can eat almost anything, but prefer aquatic beings such 
  as clams, fish, kuo-toa, and aboleth. They keep to them-
  selves but occasionally form an alliance with the drow.
  A Deep Dragon's Lair
  Deep dragons make their lairs in well-fortified caves, 
  preferably those difficult to reach for other creatures. Such 
  caves can only be reached by flying creatures or excellent 
  climbers, or only through a water-filled tunnel.
  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:
   •   Stalactites fall from the ceiling, striking up to three 
  creatures underneath that the dragon can see within 
  60 feet of it. The dragon makes one ranged attack roll 
  (+7 to hit) against each target. On a hit, the target takes 
  7 (2d6) 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 illumi-
  nate 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 deep dragon's lair is 
  warped by the dragon's magic.
   •   Within 30 miles of the lair, the whispering voice of the 
  deep dragon can be heard from shadowy corners.
   •   Fallen humanoids within 15 miles of the lair sometimes 
  rise as shadows under the dragon's control.
   •   Reptilian figures can be seen in the shadows within 1 
  mile of the lair, but they disappear upon closer inspec-
  tion.
  If the dragon dies, these effects fade over the course of 
  1d10 days.
  Adult Deep Dragon
  Large dragon, chaotic evil
  Armour Class 17 (natural armour)
  Hit Points 220 (21d10+105)
  Speed 40 ft., burrow 30 ft., fly 60 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  15 (+2)
  20 (+5)
  14 (+2)
  17 (+3)
  14 (+2)
  Saving Throws Dex +7, Con +9, Wis +8, Cha +7
  Skills Deception +7, Perception +8, Persuasion +8, Stealth +7
  Damage Resistances cold, fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 
  16 
  Languages Draconic, Undercommon
  Challenge 15 (13,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
  Hit: 13 (2d8+6) piercing damage plus 7 (2d6) acid damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 11 (2d4+6) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
  Hit: 13 (2d6+6) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 16 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the dragon's Frightful Presence for the next 24 
  hours.
  Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in 
  a 60-foot cone. Each creature in that area must make a DC 18 
  Dexterity saving throw, taking 63 (18d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Change Shape. The dragon magically polymorphs into a human-
  oid that has a challenge rating no higher than its own, or back 
  into its true form. It reverts to its true form if it dies. Any equip-
  ment it is wearing or carrying is absorbed or borne by the new 
  form (the dragon's choice). In a new form, the dragon retains 
  its alignment, hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and Intelligence, Wisdom, 
  and Charisma scores, as well as this action. Its statistics and 
  capabilities are otherwise replaced by those of the new form , 
  except any class features or legendary actions of that form.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 
  18 Dexterity saving throw or take 13 (2d6+6) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to 
  half its flying speed.
  
  30
  Deep Dragon Wyrmling
  Small dragon, chaotic evil
  Armour Class 15 (natural armour)
  Hit Points 28 (6d6+6)
  Speed 30 ft., burrow 15 ft., fly 40 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  13 (+1)
  10 (+0)
  13 (+1)
  10 (+0)
  Saving Throws Dex +3, Con +3, Wis +3, Cha +2
  Skills Perception +3, Stealth +3
  Damage Resistances cold, fire
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13 
  Languages Draconic
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 9 (2d6+2) piercing damage plus 3 (1d6) acid damage.
  Acid Breath (Recharge 5-6). The dragon exhales corrosive gas 
  in a 15-foot cone. Each creature in that area must make a DC 13 
  Dexterity saving throw, taking 16 (4d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Young Deep Dragon
  Medium dragon, chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 142 (19d8+57)
  Speed 40 ft., burrow 30 ft., fly 40 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  12 (+1)
  15 (+2)
  12 (+1)
  Saving Throws Dex +5, Con +6, Wis +5, Cha +4
  Skills Deception +4, Perception +5, Stealth +5
  Damage Resistances cold, fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 
  Languages Draconic, Undercommon
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 11 (2d6+4) piercing damage plus 7 (2d6) acid damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 11 (2d4+4) slashing damage.
  Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in 
  a 30-foot cone. Each creature in that area must make a DC 15 
  Dexterity saving throw, taking 49 (14d6) acid damage on a failed 
  save, or half as much damage on a successful one.
  Ancient Deep Dragon
  Huge dragon, chaotic evil
  Armour Class 19 (natural armour)
  Hit Points 378 (28d12+196)
  Speed 40 ft., burrow 30 ft., fly 60 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  17 (+3)
  24 (+7)
  16 (+3)
  19 (+4)
  16 (+3)
  Saving Throws Dex +10, Con +14, Wis +11, Cha +10
  Skills Deception +10, Perception +11, Persuasion +10, 
  Stealth +10
  Damage Resistances cold, fire
  Senses blindsight 60 ft., darkvision 240 ft., passive Percep-
  tion 21 
  Languages Draconic, Undercommon
  Challenge 22 (41,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
  Hit: 21 (3d8+8) piercing damage plus 7 (2d6) acid damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
  Hit: 17 (2d8+8) slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
  Hit: 24 (4d8+8) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 19 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the dragon's Frightful Presence for the next 24 
  hours.
  Acid Breath (Recharge 5-6). The dragon exhales corrosive gas in 
  a 60-foot cone. Each creature in that area must make a DC 22 
  Dexterity saving throw, taking 90 (20d8) acid damage on a failed 
  save, or half as much damage on a successful one.
  Change Shape. The dragon magically polymorphs into a human-
  oid that has a challenge rating no higher than its own, or back 
  into its true form. It reverts to its true form if it dies. Any equip-
  ment it is wearing or carrying is absorbed or borne by the new 
  form (the dragon's choice). In a new form, the dragon retains 
  its alignment, hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and Intelligence, Wisdom, 
  and Charisma scores, as well as this action. Its statistics and 
  capabilities are otherwise replaced by those of the new form , 
  except any class features or legendary actions of that form.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 
  22 Dexterity saving throw or take 18 (3d6+8) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to 
  half its flying speed.
  
  31
  Fang Dragon
  Fang dragons are cunning and greedy, even when com-
  pared to other dragons. While the fang dragon is compa-
  rably small and lack a breath weapon, it is armoured with 
  bony plates that cover its entire body and has two nasty 
  claws at the ends of sit wings. Fang dragons are clumsy 
  fliers and prefer to use their wings for extended jumps in-
  stead of flying for a prolonged period of time. Fang dragons 
  have grey or brown body plates, granting them camouflage 
  in the mountain areas and barren lands they live in.
  Vicious Hoarders. Fang dragon highly value treasure 
  and do almost everything to increase the size of their 
  hoard. Those who travel through the territory of a fang 
  dragon are likely to have to pay a fee or be attacked. Fang 
  dragons always hunt far away from their cave to prevent 
  other from locating it. The only creature a fang dragon will 
  never attack is another one of its kind. Fang dragons avoid 
  one another and only spent a brief period of time together 
  when they mate. Fang dragon do not have the terrifying 
  breath that other dragons have, but are feared for their 
  life-draining bite.
  Adult Fang Dragon
  Huge dragon, chaotic neutral
  Armour Class 20 (natural armour)
  Hit Points 136 (13d12+52)
  Speed 40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  16 (+3)
  18 (+4)
  11 (+0)
  15 (+2)
  10 (+0)
  Saving Throws Dex +7, Con +8, Wis +6, Cha +4
  Skills Perception +6, Stealth +7
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 
  16
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Mimicry. The dragon can mimic the voices of humans and 
  other creatures with a spoken language. A creature that hears 
  the sounds can tell they are imitations with a successful DC 15 
  Wisdom (Insight) check.
  Natural Camouflage. The dragon has advantage on Dexterity 
  (Stealth) checks made to hide in its natural environment.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
  Hit: 23 (4d8+5) piercing damage. The target must succeed on a 
  DC 16 Constitution saving throw or its hit point maximum is re-
  duced by an amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
  Hit: 14 (2d8+5) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
  Hit: 32 (6d8+5) bludgeoning damage.
  Young Fang Dragon
  Large dragon, chaotic neutral
  Armour Class 19 (natural armour)
  Hit Points 75 (10d10+20)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
  14 (+2)
  9 (-1)
  13 (+1)
  9 (-1)
  Saving Throws Dex +4, Con +4, Wis +3, Cha +1
  Skills Perception +3, Stealth +4
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Mimicry. The dragon can mimic the voices of humans and 
  other creatures with a spoken language. A creature that hears 
  the sounds can tell they are imitations with a successful DC 12 
  Wisdom (Insight) check.
  Natural Camouflage. The dragon has advantage on Dexterity 
  (Stealth) checks made to hide in its natural environment.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 12 (2d8+3) piercing damage. The target must succeed on 
  a DC 16 Constitution saving throw or its hit point maximum is 
  reduced by an amount equal to the damage taken. This reduc-
  tion lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
  Hit: 7 (1d8+3) slashing damage.
  
  32
  Ancient Fang Dragon
  Gargantuan dragon, chaotic neutral
  Armour Class 21 (natural armour)
  Hit Points 247 (15d20+80)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  17 (+3)
  22 (+6)
  12 (+1)
  17 (+3)
  11 (+0)
  Saving Throws Dex +8, Con +11, Wis +8, Cha +5
  Skills Perception +8, Stealth +8
  Senses blindsight 60 ft., darkvision 120 ft., passive Percep-
  tion 18
  Languages Common, Draconic
  Challenge 16 (13,000 XP)
  Mimicry. The dragon can mimic the voices of humans and 
  other creatures with a spoken language. A creature that hears 
  the sounds can tell they are imitations with a successful DC 18 
  Wisdom (Insight) check.
  Natural Camouflage. The dragon has advantage on Dexterity 
  (Stealth) checks made to hide in its natural environment.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 32 (6d8+5) piercing damage. The target must succeed on a 
  DC 18 Constitution saving throw or its hit point maximum is re-
  duced by an amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
  Hit: 32 (6d8+5) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target.
  Hit: 41 (8d8+5) bludgeoning damage.
  Fang Dragon Wyrmling
  Medium dragon, chaotic neutral
  Armour Class 18 (natural armour)
  Hit Points 14 (4d6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  10 (+0)
  7 (-2)
  11 (+0)
  8 (-1)
  Saving Throws Dex +3, Con +2, Wis +2, Cha +1
  Skills Perception +2, Stealth +3
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  Languages Draconic
  Challenge 1 (200 XP)
  Natural Camouflage. The dragon has advantage on Dexterity 
  (Stealth) checks made to hide in its natural environment.
  Actions
  Multiattack. The dragon makes two attacks: one with its bite 
  and one with its claw.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  8 (2d6+1) piercing damage. The target must succeed on a DC 11 
  Constitution saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 4 (1d6+1) slashing damage.
  
  33
  Mercury Dragon
  The mercury dragon is small compared to other dragons, 
  but agile and highly manoeuvrable. Mercury dragons are 
  born with scales of a dull silver that get brighter and bright-
  er when the dragon matures. Adult mercury dragons have 
  scales that cast perfect reflections. While generally benev-
  olent creatures, mercury dragons are whimsical. They are 
  unreliable, change their mind often and never stick with an 
  idea for long.
  Carefree Loners. Mercury dragons are solitary by 
  nature. Their erratic behaviour makes it difficult for other 
  creatures to spend prolonged periods of time with a mer-
  cury dragon. A mercury dragon's behaviour in combat is 
  just as unpredictable: Sometimes it will parley, sometimes 
  it attacks without warning or provocation. Mercury dragon 
  offspring tends to leave its parents at an early age.
  Young Mercury Dragon
  Medium dragon, chaotic good
  Armour Class 16 (natural armour)
  Hit Points 120 (16d8+48)
  Speed 30 ft., fly 70 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  16 (+3)
  12 (+1)
  13 (+1)
  15 (+2)
  Saving Throws Dex +6, Con +6, Wis +4, Cha +5
  Skills Perception +4
  Damage Immunities fire, radiant
  Conditions Immunities blinded
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 10 (2d6+3) piercing damage plus 3 (1d6) radiant damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 12 (2d6+5) slashing damage.
  Radiant Breath (Recharge 5-6). The dragon exhales glistering 
  light in an 30-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 16 Dexterity saving throw, taking 22 (5d8) 
  radiant damage plus 22 (5d8) fire damage on a failed save, or 
  half as much damage on a successful one.
  Adult Mercury Dragon
  Large dragon, chaotic good
  Armour Class 17 (natural armour)
  Hit Points 180 (19d10+76)
  Speed 40 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  18 (+4)
  19 (+4)
  14 (+2)
  15 (+2)
  17 (+3)
  Saving Throws Dex +8, Con +8, Wis +6, Cha +7
  Skills Perception +6
  Damage Immunities fire, radiant
  Conditions Immunities blinded
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
  Languages Common, Draconic
  Challenge 12 (8,400 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
  Hit: 15 (3d6+5) piercing damage plus 3 (1d6) radiant damage.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 15 (3d6+5) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
  Hit: 12 (2d6+5) bludgeoning damage.
  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 13 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.
  Radiant Breath (Recharge 5-6). The dragon exhales glistering 
  light in an 60-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 18 Dexterity saving throw, taking 31 (7d8) 
  radiant damage plus 31 (7d8) fire damage on a failed save, or 
  half as much damage on a successful one.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 18 
  Dexterity saving throw or take 12 (2d6+5) bludgeoning dam-
  age and be knocked prone. The dragon can then fly up to half 
  its flying speed.
  
  34
  Ancient Mercury Dragon
  Huge dragon, chaotic good
  Armour Class 19 (natural armour)
  Hit Points 300 (24d12+144)
  Speed 40 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  20 (+5)
  22 (+6)
  16 (+3)
  17 (+2)
  19 (+4)
  Saving Throws Dex +11, Con +12, Wis +8, Cha +10
  Skills Perception +8
  Damage Immunities fire, radiant
  Conditions blindsight 60 ft., darkvision 60 ft., Immunities 
  blinded
  Senses passive Perception 18
  Languages Common, Draconic
  Challenge 19 (22,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed in stead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target.
  Hit: 21 (4d6+7) piercing damage plus 7 (2d6) radiant 
  damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target.
  Hit: 17 (3d6+7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target.
  Hit: 21 (4d6+7) bludgeoning damage.
  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 13 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.
  Radiant Breath (Recharge 5-6). The dragon exhales glistering 
  light in an 60-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 18 Dexterity saving throw, taking 40 (9d8) 
  radiant damage plus 40 (9d8) fire damage on a failed save, or 
  half as much damage on a successful one.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 21 
  Dexterity saving throw or take 17 (3d6+7) bludgeoning dam-
  age and be knocked prone. The dragon can then fly up to half 
  its flying speed.
  A Mercury Dragon's Lair
  Mercury dragons prefer to live in caves in temperate or 
  subtropical areas and often make their home in the moun-
  tains or even on a volcano. Mercury dragon spend little 
  time in their lair and prefer to explore the area around they 
  territory and watch their scales glistering in the sun.
  Lair Actions
   •   A burst of bright light originates at a point the dragon 
  can see within 120 feet of it. Each creature within a 
  20-foot radius centred on that point must make a DC 14 
  Dexterity saving throw or take 5 (1d10) radiant damage 
  and be blinded until the end of its next turn.
   •   Magical light 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 ac-
  tion again, or dies. The light spreads around corners. 
  Creatures in the are blinded until they end their turn 
  outside of it. If any of the effect's area overlaps with an 
  area of darkness created by a spell of 2nd level or lower, 
  the spell that created the darkness is dispelled.
  Regional Effects
  The region containing a legendary mercury dragon's lair is 
  warped by the dragon's magic.
   •   Reflective surfaces within 30 miles of the dragon' lair 
  sometimes show the dragon's face to those who look at 
  them.
   •   Animals who spend a night within 1 mile of the lair 
  become twitchy and unpredictable.
   •   Ponds and other bodies of water within 60 miles of the 
  lair are highly reflective, even when the sun is not shin-
  ing.
  If the dragon dies, these effects fade over the course of 
  1d10 days. The sinkholes all close within this time period.
  Mercury Dragon Wyrmling
  Small dragon, chaotic good
  Armour Class 16 (natural armour)
  Hit Points 31 (7d6+7)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  14 (+2)
  13 (+1)
  10 (+0)
  11 (+0)
  13 (+1)
  Saving Throws Dex +4, Con +3, Wis +2, Cha +3
  Skills Perception +2
  Damage Immunities fire, radiant
  Conditions Immunities blinded
  Senses blindsight 10 ft., darkvision 30 ft., passive Perception 12
  Languages Draconic
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 8 (2d6+1) piercing damage plus 3 (1d6) radiant damage.
  Radiant Breath (Recharge 5-6). The dragon exhales glistering 
  light  in an 20-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 13 Dexterity saving throw, taking 9 (2d8) 
  radiant damage plus 9 (2d8) fire damage on a failed save, or 
  half as much damage on a successful one.
  
  35
  Yellow Dragon
  Yellow dragons are both rarer and more secretive than 
  other dragons. Almost always solitary, they avoid both oth-
  er of their kind and members of different species. Yellow 
  dragons have a long body, elongated neck and are born 
  with tan scales. When a yellow dragon gets older, its scales 
  turn more and yellow. They never become reflective and 
  don't give away the dragon's position when it is exposed to 
  the sun.
  Evil Omnivores. Yellow dragons tolerate unbearable hot 
  and freezing cold temperatures, but prefer to live in sand 
  deserts. A yellow dragons' territory often overlaps with that 
  of the more common brass dragon, and the two species 
  often come into conflict. Yellow dragons are selfish and 
  look down on other creatures, including others of their 
  kind. They can live off anything, even sand, but prefer fresh 
  meat. Unhatched brass dragon eggs are considered a deli-
  cacy by yellow dragon, and one that most yellow dragons 
  never get to taste.
  Young Yellow Dragon
  Large dragon, chaotic evil
  Armour Class 17 (natural armour)
  Hit Points 85 (9d10+36)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  18 (+4)
  11 (+0)
  13 (+1)
  10 (+0)
  Saving Throws Dex +3, Con +6, Wis +3, Cha +2
  Skills Perception +3
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
  Languages Draconic
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The dragon makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
  Hit: 13 (3d6+3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 10 (2d6+3) slashing damage.
  Sand Breath (Recharge 5-6). The dragon exhales scaling hot 
  sand in a 30-foot cone. Each creature in that area must make a 
  DC 13 Constitution saving throw, taking 17 (5d6) slashing dam-
  age an 17 (5d6) fire damage and be blinded until the beginning 
  of the dragon's next turn on a failed save, or half as much dam-
  age on a successful one.
  A Yellow Dragon's Lair
  Yellow dragons live in caves near or in the desert. When 
  a yellow dragon kills a brass dragon, it is likely to claim 
  its lair and make it its new home. Yellow dragons enjoy 
  the heat of the day and can sometimes be seen sitting on 
  a large rock, absorbing heat and keeping an eye open for 
  prey.
  Lair Actions
   •   Rocks fall from the ceiling from a point the dragon can 
  see within 120 feet of it and come down on a 5-foot-
  radius area. Each creature in the area must make a DC 
  14 Dexterity saving throw, taking 14 (4d6) bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one.
   •   The dragon beats its wings and swirls up sand in a 30-
  foot radius around itself. Each creature other than the 
  dragon in that area must succeed on a DC 14 Dexterity 
  saving throw or be blinded until the beginning of the 
  dragons next turn.
  Regional Effects
  The region containing a legendary yellow dragon's lair is 
  warped by the dragon's magic.
   •   The area within 1 mile of the dragon' lair is devoid of 
  animals and other creatures larger than an insect.
   •   Within 30 miles of the lair, sinkholes spontaneously 
  appear and disappear just as quickly. Sinkholes can 
  be spotted with a DC 15 Wisdom (Perception) check. 
  Otherwise, the first creature to step on the thin crust 
  covering the sinkhole must succeed on a DC 13 Dexter-
  ity saving throw or fall 1d4x10 feet into the sinkhole.
   •   When the noon sun is at its height, mirages of the 
  dragon can be seen within a radius of 30 miles around 
  the lair.
  If the dragon dies, these effects fade over the course of 
  1d10 days. The sinkholes all close within this time period.
  Yellow Dragon Wyrmling
  Medium dragon, chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 15 (3d8+2)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  14 (+2)
  9 (-1)
  11 (+0)
  10 (+0)
  Saving Throws Dex +2, Con +4, Wis +2, Cha +2
  Skills Perception +2
  Damage Immunities fire 
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  Languages Draconic
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 8 (2d6+1) piercing damage.
  Sand Breath (Recharge 5-6). The dragon exhales scaling hot 
  sand in a 15-foot cone. Each creature in that area must make a 
  DC 10 Constitution saving throw, taking 7 (2d6) slashing dam-
  age an 7 (2d6) fire damage and be blinded until the beginning 
  of the dragon's next turn on a failed save, or half as much dam-
  age on a successful one.
  
  36
  Adult Yellow Dragon
  Huge dragon, chaotic evil
  Armour Class 18 (natural armour)
  Hit Points 162 (13d12+78)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  22 (+6)
  13 (+1)
  15 (+2)
  11 (+0)
  Saving Throws Dex +5, Con +10, Wis +6, Cha +4
  Skills Perception +6
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 
  16
  Languages Draconic
  Challenge 10 (5,900 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
  Hit: 19 (4d6+5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 12 (2d6+5) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
  Hit: 15 (3d6+5) bludgeoning damage.
  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 14 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the dragon's Frightful Presence for the next 24 
  hours.
  Sand Breath (Recharge 5-6). The dragon exhales scaling hot 
  sand in a 60-foot cone. Each creature in that area must make a 
  DC 18 Constitution saving throw, taking 24 (7d6) slashing dam-
  age an 24 (7d6) fire damage and be blinded until the beginning 
  of the dragon's next turn on a failed save, or half as much dam-
  age on a successful one.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 18 
  Dexterity saving throw or take 12 (2d6+5) bludgeoning dam-
  age and be knocked prone. The dragon can then fly up to half 
  its flying speed.
  Ancient Yellow Dragon
  Gargantuan dragon, chaotic evil
  Armour Class 19 (natural armour)
  Hit Points 259 (14d20+112)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  12 (+1)
  26 (+8)
  15 (+2)
  17 (+3)
  13 (+1)
  Saving Throws Dex +7, Con +14, Wis +9, Cha +7
  Skills Perception +9
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 
  19
  Languages Draconic
  Challenge 17 (18,000 XP)
  Legendary Resistance (3/Day). If the dragon fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
  Hit: 20 (3d8+7) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
  Hit: 16 (2d8+7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
  Hit: 17 (3d6+7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon's choice that is 
  within 120 feet of the dragon and aware of it must succeed on a 
  DC 18 Wisdom saving throw or become frightened for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the dragon's Frightful Presence for the next 24 
  hours.
  Sand Breath (Recharge 5-6). The dragon exhales scaling hot 
  sand in a 90-foot cone. Each creature in that area must make a 
  DC 20 Constitution saving throw, taking 31 (9d6) slashing dam-
  age an 31 (9d6) fire damage and be blinded until the beginning 
  of the dragon's next turn on a failed save, or half as much dam-
  age on a successful one.
  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 crea-
  ture's turn. The dragon regains spent legendary actions 
  at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 15 feet of the dragon must succeed on a DC 21 
  Dexterity saving throw or take 18 (2d10+7) bludgeoning dam-
  age and be knocked prone. The dragon can then fly up to half 
  its flying speed.
  
  37
  Dread
  Small undead, unaligned
  Armour Class 13
  Hit Points 14 (4d6)
  Speed 20 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  11 (+0)
  1 (-5)
  13 (+1)
  3 (-4)
  Damage Immunities poison
  Conditions Immunities blinded, charmed, deafened, exhaustion, 
  frightened, poisoned, prone
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 11
  Languages —
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The dread makes two attacks with its scimitar.
  Scimitar. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.
  Hit: 6 (1d6+3) slashing damage.
  Dread
  The dread is a floating, animated pair of skeletal arms. 
  Dread are created by wizards and warlocks, and serve as 
  guardians. They possess no actual intelligence, but can re-
  ceive instructions during their creation. These instructions 
  determine under what circumstances a dread will or won't 
  attack a creature it senses. Oftentimes dread are instructed 
  to leave intruders alone if they know a password or wear a 
  certain emblem. Dread are usually equipped with weap-
  ons, and will use their bony fingers as claws should they be 
  disarmed. In rare cases, dread are employed as sparring 
  partners for wizards that enjoy fencing.
  Dread Warrior
  Dread warriors are undead soldiers employed by the Red 
  Wizards of Thay. They are raised from fallen warriors and 
  were originally created by Szass Tam, Zulkir of Necroman-
  cy. Only fresh corpses are used for this process, so they 
  retain a bit of the intelligence they possessed in life. Dread 
  warriors have cold dead eyes, grey dried-out skin and often 
  carry the same equipment the wore then they were killed 
  on the battlefield. Some Red Wizards use groups of dread 
  warriors as fearless elite troops, but most of them are 
  employed in the defence of Thay.
  Undead Veterans. Dread warriors are far more deadly 
  than skeletons or zombies. While they are also smarter, 
  they can only comprehend simple commands and will 
  neither understand nor use complex tactics. Occasionally, 
  a dread warrior gets confused or goes berserk. In this case, 
  he turns against his allies, attacks random creatures within 
  reach or simply runs away. Some renegade dread warriors 
  haunt the countryside of Thay, challenging those to a fight 
  who cross their path and terrorising the innocent.
  Undead Nature. A dread warrior doesn't require air, 
  food, drink, or sleep.
  Dragonkin
  Dragonkin are dragonlike humanoids. They live in small 
  tribes, but can also be found in the service of human mas-
  ters. Dargonkin stand eight or nine feet tall. Their scales 
  range from a dark ochre to deep red, and their head is deci-
  sively dragonlike, with horn and a long snout. Dragonkin 
  have long manes, and some have thin beards as well. Their 
  wings allows them to fly, something that dragonkin sue to 
  their advantage whenever possible. A dragonkin's tail is too 
  short to be used in combat, its claws are not.
  Magic Collectors. Dragonkin have the innate ability to 
  detect magic. They are obsessed with magic, even com-
  pared to the desire of dragons to hoard gold and other rich-
  es. The leader of a dragonkin tribe is defined by physical 
  strength and ownership of the most powerful magic item. 
  Dragonkin value all kinds of magic items, including those 
  they cannot use themselves. When a band of dragonkin 
  encounters a group of travellers with magic items, they are 
  almost guaranteed to attack them. When they are clearly 
  outmatched, they will bargain for them. However, dragokin 
  are reluctant to use magic items in combat due to the fear 
  of losing them.
  Cult Guardians. The Cult of the Dragon, an evil organi-
  sation venerating dracoliches and other undead dragons, 
  has brought a couple of dragonkin tribes under its control. 
  These tribes are more disciplined and will not abandon a 
  mission for a magic item. Some dragonkin serve the cult 
  as guards and enforcers. The exchange, they get combat 
  training and a steady supply of magic trinkets.
  Dragonkin
  Large humanoid, lawful evil
  Armour Class 15 (natural armour)
  Hit Points  (9d10+9)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  13 (+1)
  10 (+0)
  14 (+2)
  13 (+1)
  Senses passive Perception
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Flyby. The dragonkin doesn't provoke opportunity attacks when 
  it flies out of an enemy's reach.
  Magic Sense. The dragonkin can sense magic items within 60 
  feet of it.
  Actions
  Multiattack. The dragonkin makes two claw attacks.. 
  Claw. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
  Hit: 17 (3d8+4) slashing damage.
  Greatspear. Melee Weapon Attack. +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10+4) piercing damage.
  
  38
  Dread Warrior Template
  Any Medium humanoid can become a dread warrior. When 
  a creature becomes a dread warrior, it retains all its statis-
  tics except as noted below.
  Type. The creature becomes an undead.
  Alignment. The dread warrior is neutral evil.
  Intelligence. The creature's Intelligence score is halved.
  Damage Immunities. The dread warrior is immune to 
  poison.
  Conditions Immunities. The dread warrior cannot be 
  charmed, exhausted or poisoned.
  Senses. The dread warrior gains darkvision with a 
  radius of 60 feet.
  Languages. The dread warrior understands the languag-
  es it knew in life but can no longer speak.
  Nemesis. The dread warrior has disadvantage on attack 
  rolls against the Witches of Rashemen or spirits under 
  their control.
  Veteran Fighter. A melee weapon deals one extra die of 
  its damage when the dread warrior hits with it.
  Devoid of Magic. The dread warrior can not cast spells 
  or use any other magical abilities.
  Dread Warrior
  Medium undead, neutral evil
  Armour Class 17 (splint armour)
  Hit Points 58 (9d8+18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  15 (+2)
  5 (-3)
  14 (+2)
  6 (-2)
  Damage Immunities poison
  Conditions Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages understands the languages it knew in life but can't 
  speak
  Challenge 3 (700 XP)
  Nemesis. The dread warrior has disadvantage on attack rolls 
  against the Witches of Rashemen or spirits allied to them.
  Veteran Fighter. A melee weapon deals one extra die of its dam-
  age when the dread warrior hits with it (included in the attack).
  Actions
  Multiattack. The dread warrior makes three attacks with its 
  longsword.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8+3) slashing damage.
  Dwarf
  Dwarves are a race of short bearded humanoids that can 
  be found all over the Realms. Dwarves are traditionalists 
  and known for their craftsmanship. The most common 
  dwarves in Faerûn are gold dwarves and shield dwarves.
  Innugaakalikurit
  The innugaakalikurit, also know as arctic dwarves, are 
  dwarves native to the Great Glacier region. They have 
  pale blue to white skin and white hair. Innugaakalikuri are 
  broad and small even compared to other dwarves, but are 
  physically powerful. Innugaakalikuri like to sing, tell stories 
  and engage in friendly brawls. They have a long-standing 
  feud with frost giants. Innugaakalikuri are primarily 
  hunters and eat everything from fish to polar bears. Their 
  favoured weapon is the eyklak, a bulky bow that fires thick 
  arrows. Arctic dwarves are curious about exotic weapons 
  (which to them includes most metal weapons). Some of 
  them even collect these.
  Urdunnir
  The urdunnir, also known as orecutters, are a long-
  forgotten race of dwarves. They look similar to moun-
  tain dwarves, with grey skin and grey hair. According to 
  legends, they received a special blessing from Dumathoin, 
  the Keeper of Secrets Under the Mountain: Urdunnir have 
  the ability to pass through stone and form stone and metal 
  with their bare hands. They use this ability to create spe-
  cial armour from stone. Urdunnir live in clans and are very 
  reclusive. Their homes are decorated with fantastic works 
  of art, and they allegedly eat gems instead of common food.
  Wild Dwarf
  Wild dwarves, sometimes known as jungle dwarves, live 
  in he jungles of Mhair and Chult. They are dark-skinned, 
  short and covered in tattoos. Wild dwarves never wear 
  clothes. Despite their savage appearance, wild dwarves do 
  not attack outsiders without warning, though they often 
  mistrust them. They avoid eating sapient creatures, but 
  hunt all kinds of animals and eat whatever fruit the jungle 
  provides them with. Wild dwarves live in polygamous 
  group with ever-changing members. In times of trouble, 
  they call over groups using special war drums.
  Innugaakalikurit
  Small humanoid (dwarf), lawful neutral
  Armour Class 12 (fur tunic)
  Hit Points 11 (2d6+4)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
  13 (+1)
  9 (-1)
  Damage Resistances cold
  Senses passive Perception 11
  Languages Dwarvish
  Challenge 1/4 (50 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
  
  39
  Wild Dwarf
  Small humanoid (dwarf), lawful neutral
  Armour Class 12
  Hit Points 18 (4d6+4)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  12 (+1)
  13 (+1)
  14 (+2)
  8 (-1)
  Damage Resistances poison
  Senses passive Perception 12
  Languages Dwarvish
  Challenge 1/2 (100 XP)
  Actions
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage.
  Blowpipe. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 
  80/320 ft., one target. Hit: 1 piercing damage, and the target 
  must succeed on a DC 13 Constitution saving throw or be poi-
  soned for 1 minute. The target is unconscious while poisoned 
  in this way, and can repeat the saving throw at the end of each 
  of its turns. If a creature's saving throw is successful, the effect 
  ends on it. Wild dwarves are not affected by the poison.
  Urdunnir
  Medium humanoid (dwarf), neutral
  Armour Class 18 (stone armour)
  Hit Points 34 (4d8+16)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  18 (+4)
  12 (+1)
  15 (+2)
  8 (-1)
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 12
  Languages Dwarvish
  Challenge 1 (200 XP)
  Magic Resistance. The dwarf has advantage on saving throws 
  against spells and other magical effects.
  Stone Walk. The dwarf can pass through stone and earth as if 
  their were air. It can carry up to twice its own body weight while 
  doing so.
  Actions
  Multiattack. The dwarf makes two attacks with its warhammer.
  Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) bludgeoning damage.
  Shaper. The dwarf can shape a stone, gem, or metal object of 
  Medium size or smaller no more than 5 feet in any dimension 
  into any shape that suits its purpose. If the object is worn or 
  carried by a creature, the creature can avoid the object being 
  shaped with a DC 10 Dexterity saving throw.
  Elephant Bird
  The elephant bird is man-sized large bird of prey with 
  green plumage and a curved yellow beak. Male elephant 
  birds often have red stripes reaching down to their tail 
  feathers. These birds have a prominent gullet dangling 
  from their throats. This gullet is used to store and heat up 
  rocks. In combat, elephant birds use these rocks against 
  their prey. Elephant birds live in flocks in the jungle and 
  the savannah. They never leave a flock unless accompanied 
  by a couple of other birds. It is said that a hungry flock of 
  birds is powerful enough to kill a grown elephant.
  Elephant Bird
  Medium beast, unaligned
  Armour Class 13
  Hit Points 45 (6d10+12)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  14 (+2)
  2 (-4)
  14 (+2)
  7 (-2)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 1 (200 XP)
  Actions
  Multiattack. The elephant bird makes two attacks with its beak.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 8 (1d10+3) piercing damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) fire 
  damage.
  
  40
  Elf
  The elves are a race of humanoids mostly found in forests 
  and the wilderness. They are known for their grace and 
  their magical nature, and are divided into many subraces.
  Rockseer
  The androgynous rockseer elves are the rarest of elvenkind 
  in all of Faerûn. They are very tall for elves, with pale skin, 
  long silver hair and ice-blue eyes. The rockseer live deep 
  in the Underdark and shun all other races. Rockseer live 
  more than a millennium, but are few in number and gener-
  ally avoid conflict. Oftentimes, they simply make their es-
  cape or use their innate ability to hide in stone. However, if 
  one of their own is threatened, rockseer fight to the death. 
  Unlike many other kinds of elves, they rarely use bows.
  Lost Ones. Rockseer elves have been separated from 
  other elves since mythic times. According to their own 
  lore, their ancestors fled when Corellon Larethian, Crea-
  tor of the Elves, was battling Lolth, and took refuge deep 
  underground. Rockseer know the drow and avoid them 
  whenever possible, but are unaware of the surface elves. 
  Some rockseer are wizards or sorcerers, but no clerics can 
  be found among them. The rockseer believe themselves to 
  be shunned by higher powers and worship has become an 
  alien concept to them.
  Rockseer
  Medium humanoid (elf), neutral
  Armour Class 16 (leather armour)
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  18 (+4)
  10 (+0)
  15 (+2)
  16 (+3)
  8 (-1)
  Skills Perception +5, Stealth +6
  Conditions Immunities petrified
  Senses darkvision 120 ft., passive Perception 15
  Languages Rockseer Elvish
  Challenge 200 (1 XP)
  Fey Ancestry. The elf has advantage on saving throws against 
  being charmed, and magic can't put the elf to sleep.
  Actions
  Multiattack. The elf makes two attacks: one with its longsword 
  and one with its spear.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.
  Hit: 8 (1d8+4) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage.
  Stone Step. Using its movement, the elf steps into a stone 
  object or surface large enough to fully contain its body and 
  its equipment. It can step in no deeper than necessary to fully 
  merge with the stone. Once inside, the elf can't be detected by 
  nonmagical senses. It can cast spells, but can otherwise only 
  move to leave the stone. Minor damage to the stone does not 
  harm the elf, but its partial destruction forces it to leave the 
  stone and deals 7 (2d6) points of bludgeoning damage to the 
  elf. The stone's full destruction kills the elf. If expelled, the elf 
  falls prone in the nearest unoccupied space next to the stone.
  Avariel
  The avariel resemble high elves, except for one stunning 
  characteristic: A pair of large feathered wings. These 
  winged elves are among the oldest elven races. Some even 
  say that all other elves descent from the avariel, but lost 
  their wings millennia ago. They are very reclusive and 
  dwell in isolated forest or mountains. When members 
  of a hostile race discover an avariel settlement, they are 
  hunted relentlessly. If possible, winged elves avoid to reveal 
  the location of their homes even to peaceful and friendly 
  creatures.
  Fragile Flyers. Avariel have light bones and are more 
  fragile than any other elven race. Their wings are highly 
  susceptible to fire, which is why winged elves generally 
  mistrust those who use fire magic. Using fire against one 
  another is considered an unspeakable sin among the ava-
  riel. Winged elves enjoy long flights on sunny days. Some 
  of them are quite arrogant and see themselves as superior 
  to groundlings. Occasionally, an avariel makes contact with 
  humans or other earthbound races and pretends to be a 
  divine messenger or another higher being.
  Avariel
  Medium humanoid (elf), neutral good
  Armour Class 13
  Hit Points 13 (3d8)
  Speed 25 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  10 (+0)
  15 (+2)
  14 (+2)
  11 (+0)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Elvish
  Challenge 1/4 (50 XP)
  Claustrophobia. While indoors or underground, the elf has 
  disadvantage on attack rolls and saving throws.
  Fey Ancestry. The elf has advantage on saving throws against 
  being charmed, and magic can't put the elf to sleep.
  Flyby. The elf doesn't provoke opportunity attacks when it flies 
  out of an enemy's reach.
  Actions
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target.
  Hit: 4 (1d8) slashing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  
  41
  Aquatic Elf
  Aquatic elves or sea elves are an ocean-dwelling offshoot 
  of the elven race. Aquatic elves have pale skin and blue to 
  green hair. Their gills allows them to breathe water, and 
  aquatic elves can survive on land for about an while. They 
  avoid land dwellers and most other aquatic races. Sa-
  huagin and sea elves are bitter enemies and have been at 
  a constant state of war for centuries. Sometimes a sea elf 
  community is infiltrated by a malenti, a sahuagin born with 
  the looks of an elf. This also hints at a blood bond between 
  the these two races.
  Aquatic Elf
  Medium humanoid (elf), chaotic good
  Armour Class 12
  Hit Points 9 (2d8)
  Speed 20 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  10 (+0)
  16 (+3)
  13 (+1)
  11 (+0)
  Skills Perception +3, Stealth +4
  Senses darkvision 120 ft., passive Perception 13
  Languages Elvish, Sahuagin
  Challenge 1/4 (50 XP)
  Aquatic. The elf can survive for 1 hour while on land.
  Fey Ancestry. The elf has advantage on saving throws against 
  being charmed, and magic can't put the elf to sleep.
  Actions
  Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 
  6 (1d8+2) piercing damage if used with two hands to make a 
  melee attack.
  Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large 
  or smaller creature. Hit: The target is restrained. A creature 
  can use its action to make a DC 10 Strength check to free itself 
  or another creature in a net, ending the effect on a success. 
  Dealing 5 slashing damage to the net (AC 10) frees the target 
  without harming it and destroys the net.
  Fachan
  Superficially similar to ogres and orcs, the fachan is one 
  of the stranger creatures found in Faerûn. It possess only 
  one eyes, leg, and arm. The fachan's skin varies from a 
  mottled green to dark grey, but its hair is always long and 
  black. Despite its lack of a second leg or arm, the fachan 
  is by no means clumsy. It hops surprisingly fast and wields 
  one-handed weapons with ease. Some orc tribes believe 
  that fachans are blessed by Gruumsh and refer to these 
  creatures as "gruumshkin".
  Cruel Predators. Fachans enjoy the taste of humans, 
  elves and other sapient creatures. They are cruel beings 
  that like to play with their rpey instead of killing it fast 
  and in a clean way. Even other evil races avoid fachans, 
  as they have a reputation of being unpredictable. Fachans 
  are excellent swimmer and live in half-submerges lodges. 
  Most fachans live in the Spider Swamps of Calimshan, but 
  fachans can be found as far north as the Osraun Mountains 
  of Turmish.
  Fafach
  Small monstrosity, neutral evil
  Armour Class 12
  Hit Points 45 (10d8)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  11 (+0)
  7 (-2)
  13 (+1)
  8 (-1)
  Skills Perception +3
  Senses passive Perception 13
  Languages Giant, Orc
  Challenge 3 (700 XP)
  Ambusher. The fachan has advantage on attack rolls against any 
  creature it has surprised.
  Keen Hearing. The fachan has advantage on Wisdom (Percep-
  tion) checks that rely on hearing.
  Actions
  Multiattack. The fachan makes two attacks: one with its club 
  and one with its bite.
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
  Hit: 4 (1d6+2) piercing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 9 (2d6+2) piercing damage. If the target is a creature other 
  than an undead, it must succeed on a DC 13 Constitution saving 
  throw or be paralysed 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.
  
  42
  Firenewt
  Firenewt
  Medium humanoid, neutral evil
  Armour Class 15 (chain shirt)
  Hit Points 13 (3d8)
  Speed 40 ft.
  Damage Resistances fire
  Senses passive Perception 10
  Languages Draconic
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The firenewt makes two attacks: one with its fire 
  breath, and one with its longsword or its pike.
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8+1) slashing damage.
  Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
  Hit: 7 (1d10+1) piercing damage.
  Fire Breath (Recharge 5-6). Melee Weapon Attack: +3 to hit, reach 
  5 ft., one target. Hit: 9 (2d8) fire damage.
  Firenewts are cruel and aggressive rela-
  tives of lizardfolk. They have sepia-col-
  oured scales, dark at the spine and 
  almost white at their belly. Fire-
  newts are highly resistant to 
  heat and can be found in the 
  volcanic regions through-
  out Faerûn, including the 
  Peaks of Flame, the re-
  gion around the Lake of 
  Steam and Arnrock Is-
  land as well as Mount 
  Hotenow and the moun-
  tains of Turmish.
  Vicious Marauders. 
  Firenewts live in a mar-
  tial society dominated by 
  priests. They are hostile 
  to almost every other 
  species they encounter and 
  constantly wage war against 
  their neighbours, which often 
  are other firenewts tribes. Due 
  to the hostile terrain they 
  live in, other races rarely 
  invade firenewt territory. A 
  tribe's strongest warriors 
  ride giant striders, beasts 
  native to the same volcanic regions the 
  firenewts live in. Very rarely, firenewts are ally 
  with powerful creatures, such as fire giants.
  Carnivorous Reptiles. Strictly car-
  nivorous, firenewts hunt and eat every 
  creature they can overcome. They like 
  to slowly roast their (sometimes living) 
  prey over fire and are not above eating 
  firenewts from other tribes. Destroying the 
  hatching ground of a hostile tribe is consid-
  ered to be a great honour among firenewt warriors.
  
  43
  Firestar
  Firestars, also known as moondancers, are spherical 
  glowing beings that roam hill and forests. They are often 
  confused with will-o'-wisps, with whom they share a similar 
  appearance. However, the firestar has none of the will-
  o'-wisp's malignancy. When left alone, it does not bother 
  travellers or other creatures. Firestars communicate by 
  changing their illumination levels. They can't speak, but 
  can be taught to understand vocal languages. During the 
  night, they can be seen dancing in the air, forming mysteri-
  ous patterns. During the day, firestars rest, absorbing the 
  rays of the sun. While they rest, firestars can be mistaken 
  for exotic stone or ornamented eggs. Resting firestars are 
  sometimes collected by travellers. At nightfall, the firestar 
  awakes and reveal its true self.
  Fire Eaters. Firestars feed on heat and electricity. While 
  they do not harm other beings intentionally unless they 
  have to defend themselves, firestars sometimes consume 
  a torch or a campfire, leaving its owner in darkness. Most 
  magic has no effect on a firestar. Fire and lightning magic 
  is even absorbed by a firestar, and only cold-based spell can 
  damage them.
  Firestar
  Tiny aberration, neutral
  Armour Class 15
  Hit Points 20 (8d4)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  21 (+5)
  10 (+0)
  14 (+2)
  15 (+2)
  10 (+0)
  Damage Immunities fire, lightning, poison
  Conditions Immunities blinded, grappled, paralysed, poisoned, 
  prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 12
  Languages Firestar
  Challenge 1 (200 XP)
  Energy Absorption. Whenever the firestar is subjected to fire 
  or lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the fire or lightning damage dealt.
  Ephemeral. The firestar can't wear or carry anything.
  Magic Protection. The firestar is not affected by magic with the 
  exception of spell used for communication, detection, magic 
  missile and spells that deal cold damage.
  Variable Illumination. The firestar can control its illumination 
  level. When the firestar reduces its brightness to total darkness, 
  it is not visible in dim or darker lighting conditions.
  Actions
  Shock. Ranged Weapon Attack: +7 to hit, range 30 ft., one target.
  Hit: 10 (3d6) lightning damage.
  Foulwing
  The foulwing is malicious predator sometimes found in 
  the service of evil humans. Native to the Realms now, 
  foulwings are assumed to have come from a different plane 
  of existence. They have dark, toadlike bodies, a pair of 
  leathery wings, and four legs that end in rubbery fingers 
  suitable to cling to surfaces. A foulwing's eyes are red an 
  faceted, its vaguely equine head possesses no less than 
  three jaws. Since their arrival, some foulwings have mated 
  with wyverns, creating abominations known as foulverns.
  Misshapen Mounts. Though rather clumsy flyers, 
  foulwings are sometimes tamed by evil humans and serve 
  them as mounts. Wild foulwings are either solitray hunters 
  or live on flocks. Flocks of foulwings are dominated by its 
  strongest member and hunt together to bring down large 
  prey. Foulwing meat is heavy, oily and foul in taste; many 
  powerful predators simply avoid foulwings because of that.
  Foulwing
  Large aberration, chaotic evil
  Armour Class 16
  Hit Points 105 (14d10+28)
  Speed 20 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  5 (-2)
  11 (+0)
  6 (-2)
  Senses darkvision 90 ft., passive Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The foulwing makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 19 (3d10+3) piercing damage.
  Caustic Breath (Recharge 5-6). The foulwing exhales ammonia 
  in a 20-foot cone. Each creature in that area must make a DC 15 
  Constitution saving throw or be poison for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, end-
  ing the effect on itself on a success.
  
  44
  Frost
  Frosts, sometimes called snow fairies, snow sprites, or 
  winterfolk, are tiny fey creatures native to the boreal forest 
  of the north. They are thin and elfin, with wings like those 
  of a bee, blue skin, and silver hair. Like many fey, frost like 
  to play pranks to other creatures, but keep those to a mini-
  mum. Their pranks usually involve shaking snow down on 
  someone or hiding an icicle in their sleeping bag.
  Nomads of the North. Frosts tend fight only to defend 
  themselves or to assist others, though larger groups of 
  frosts sometimes engage evil creatures that enter their 
  realm. Frosts carry tiny daggers made of ice, but prefer to 
  use ranged weapons and stay of their opponent's reach if 
  possible. They live in family groups and, nomadic in na-
  ture, constantly travel around and rarely stay in one place 
  for more than a year. Frosts love gem and crystals, and 
  sometimes go on expeditions to search for such treasures.
  Frost
  Tiny fey, neutral good
  Armour Class 14
  Hit Points 2 (1d4)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  18 (+4)
  10 (+0)
  15 (+2)
  14 (+2)
  15 (+2)
  Skills Perception +4, Stealth +6
  Damage Immunities cold
  Senses passive Perception 12
  Languages Auran, Elvish
  Challenge 1/4 (50 XP)
  Magic Resistance. The frost has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 2 (1d2) slashing damage.
  Shortbow. Ranged Weapon Attack. +6 to hit, range 40/160 ft., one 
  target. Hit: 1 piercing damage
  Cold Ray (Recharge 5-6). A ray of cold springs from the frost's 
  hands in form of a 30-foot line that is 5 feet wide. Each creature 
  in that line must make a DC 12 Dexterity saving throw, taking 7 
  (2d6) cold damage on a failed save, or no damage on a success-
  ful one.
  Invisibility. The frost magically turns invisible until it attacks or 
  casts a spell, or until its concentration ends (as if concentrating 
  on a spell). Any equipment the frost wears or carries is invisible 
  with it.
  Gambado
  The gambado is a strange creature. It has a muscular 
  human torso that ends in a single leg with three curved 
  claws. The gambado's legs can be compressed, allowing 
  it to hop like a spring. What seems to be the gambado's 
  skull-like head is in fact the head of another creature worn 
  as a helmet. Gambado that live on the surface often wear 
  horned skulls and skulls of exotic and rare animals. Those 
  that live underground prefer human skulls. Some gamabdo 
  are solitray, others live in families and hunt together.
  Obsessed Collectors. The gambado hides in a well-dis-
  guised pit in the ground. When a creature passes by, it 
  jumps out of the pit and takes its prey by surprise. Gamba-
  do sometimes kill sapient creatures, but do not hunt them 
  specifically. They have no interest in treasure with the 
  exception of coins, gems and small pieces jewellery. These 
  will be hidden and meticulously sorted by size, colour, and 
  type. Every now and then, the gambado uncovers its hoard 
  to admire it.
  Gambado
  Medium monstrosity, chaotic neutral
  Armour Class 13 (natural armour)
  Hit Points 33 (3d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  14 (+2)
  6 (-2)
  13 (+1)
  8 (-1)
  Skills Stealth +3
  Senses passive Perception
  Languages Common
  Challenge 1 (200 XP)
  Surprise Attack. If the gambado surprises a creature and hits it 
  with an attack during the first round of combat, the target takes 
  an extra 4 (1d8) damage from the attack.
  Actions
  Multiattack. The gambado makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 9 (2d8) slashing damage.
  
  45
  Ghaunadan
  Ghaunadan
  Medium ooze (shapechanger), chaotic evil
  Armour Class 15 (natural armour)
  Hit Points 71 (13d8+13)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  13 (+1)
  14 (+2)
  10 (+0)
  16 (+3)
  Skills Deception +6, Persuasion +6
  Damage Resistances acid, bludgeoning
  Conditions Immunities blinded, charmed, deafened, prone
  Senses blindsight 60 ft., passive Perception 10
  Languages Common, Undercommon (can't speak in ooze form)
  Challenge 5 (1,800 XP)
  Shapechanger. The ghaunadan can use its action to polymorph 
  into one unique beautiful humanoid, usually a human male or 
  drow female, or back into its true form, which is that of an ooze. 
  Its statistics are the same in each form . Any equipment it is 
  wearing or carrying isn't transformed. It reverts to its true form 
  if it dies.
  Amorphous (Ooze Form Only). The ghaunadan can move 
  through a space as narrow as 1 inch wide without squeezing.
  Spider Climb (Ooze Form Only). The ghaunadan can climb 
  difficult surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Actions
  Slam (Ooze Form Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 11 (2d8+2) bludgeoning damage plus 4 (1d8) 
  acid damage. If the target is a creature other than an undead, it 
  must succeed on a DC 13 Constitution saving throw or be para-
  lysed 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.
  Greatsword (Humanoid Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
  Oooze Charm. The ghaunadan gazes at one creature other than 
  an undead it can see within 30 feet of it. If the target can see 
  the ghaunadan, it must make a DC 13 Wisdom saving throw. 
  On a failed save, the target becomes charmed. While charmed 
  this way, the targets regards the ghaunadan as friendly. If the 
  target suffers any harm, it can repeat the saving throw, ending 
  the effect on a success. If the target successfully saves against 
  the effect, or if the effect on it ends, the target is immune to this 
  ghaunadan's Charm for the next 24 hours. It can have only one 
  target charmed at a time. If it charms another, the effect on the 
  previous target ends.
  In its natural from, the ghaunadan resembles an ooze not 
  unlike green slime or an ochre jelly. Unlike others oozes, 
  ghaunadan are vicious and highly intelligent. They can 
  form their body and assume the form a humanoid, often a 
  human male and sometimes a drow female. In humanoid 
  form, they walk among members of other races, undetect-
  ed. I humanoid form, ghaunadan looks stunning, a trait 
  they often use to their advantage.
  Servants of the Elder Eye. The ghaunadan were created 
  by Ghaunadaur, god of oozes and abominations, and many 
  serve him actively. Several groups of them live in Under-
  mountain close to Waterdeep and Skullport, and some 
  have infiltrated Waterdeep itself. Few are even aware that 
  ghaunadan exist, and some think of them merely as intelli-
  gent oozes.
  Giant
  Giants are humanoid creatures of great strength and size. 
  They are a diverse group of creatures and inhabit a wide 
  range of climates. Some of them, the true giants, trace 
  their ancestry all the way back to the giant gods Annam 
  All-Father and Othea.
  Fog Giant
  Fog giant are closely related to cloud giants. While they 
  look primitive and wear simple cloths, fog giants are quite 
  intelligent more sophisticated than tales and folklore give 
  them credit for. A fog giant's skin is of milky white, its hair 
  is long, wavy and silver. Fog giants never wear beards. 
  Their appearance aids their natural ability to blend into fog 
  and mist.
  Artisans and Athletes. Fog giants live in caves, which 
  gives the impression that they closer to hill giants than 
  cloud giants. However, fog giants enjoy fine craftsmanship 
  and often carry huge ornamented clubs made of bleached 
  wood or polished bone. They are proud of their physical 
  strength and enjoy throwing games and physical exercise.
  Stealthy Hunters. Despite their size, fog giants are quite 
  stealthy. They live in swamps, forest and near the coast, 
  where the fog gives them cover. Fog giants prefer to eat 
  cooked meat and like the taste of hoofed creatures such as 
  horses, deer, or elk. Evil fog giants also eat sapient crea-
  ture such as centaurs and unicorns. Due to their size, fog 
  giants require a large territory. This area is marked with 
  boulders. When strangers travel through fog giant territory, 
  good fog giants will simply tell them to leave, whereas evil 
  ones are likely to attack them without warning.
  Fog Giant
  Huge giant, chaotic good (50%) or chaotic evil (50%)
  Armour Class 15 (natural armour)
  Hit Points 175 (14d12+84)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  23 (+6)
  12 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Dex +4, Con +10, Cha +4
  Skills Athletics +12, Perception +6
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  Child of the Fog. The giant has advantage on Dexterity (Stealth) 
  checks while in its natural environment. Its vision is not ob-
  scured by mundane or magical fog.
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target.
  Hit: 35 (6d8+8) bludgeoning damage.
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one 
  target. Hit: 30 (4d10+8) bludgeoning damage.
  
  46
  Mountain Giant
  Mountain giants are not unlike hill giants, but stand far 
  taller and live in mountainous regions. They have light 
  brown to red skin and black hair. Both genders wear hides 
  and furs. Mountain giants can oftentimes be detected from 
  afar by their stale reek. They are cruel creatures and like to 
  hunt other sapient creatures for sport.
  Scattered Hunters. Mountain giants live in family units. 
  The females and young often remain the caves they live in 
  and are rarely seen. Several mountain giant families for a 
  loose tribe. The spiritual leader of a mountain giant tribe 
  is rumoured to be a shaman. These shamans apparently 
  live in solitude and are guarded by hill giants, ogres, and 
  similar creatures. When the need arises, they give counsel 
  to the heads of the families of their tribe or coordinate the 
  different families. Mountain giants are primarily hunters 
  and eat all kinds of other creatures.
  Evil Summoners. In combat, mountain giant use 
  greatclubs and throw boulders. If possible, they take the 
  high ground and bombard their opponents with rocks; 
  otherwise, they go straight into close combat, reassured 
  by their physical power. Despite their low intelligence and 
  lack of sophistication, mountain giants possess a unique 
  ability: They can call other evil giant to their aid. This call 
  is usually only heard by weaker giants such as ogres, trolls 
  and hill giants. Mountain giants have a limited amount of 
  control of these summoned giants. The origin of this ability 
  is unknown and can neither be explained by scholars nor 
  by the mountain giants themselves.
  Phaerlin Giant
  Centuries ago, the phaerimms enslaved a group of stone 
  giants and twisted them with powerful magic. The result 
  were feral hunched creatures that now roam the Un-
  derdark. Phaerlin giants have the grey skin of the stone 
  giants they once were, yellow eyes, long teeth and bestial 
  features. They use their hands when they walk and are 
  rather clumsy. Phaerlin giants can use weapons but prefer 
  to attack with their fists and teeth instead. Their skin is in-
  credibly though, and their backs are covered with crimson 
  plates similar to those of some beholders.
  Tragic Savages. Nothing of giant culture is left in the 
  phaerlin giants. Those still under the control of the phaer-
  imms follow their order without questions. Independent 
  phaerlin giants as less reckless and show a sense of 
  self-preservation. Phaerlin are named for the part of the 
  Underdark under the desert of Anauroch they originate 
  from. Other giants view these degenerate creatures with 
  pity. Stone giants are likely to kill phaerlin giants on sight 
  to end their miserable existence.
  Phaerlin Giant
  Huge giant, neutral evil
  Armour Class 17 (natural armour)
  Hit Points 8d12+40 (92)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (-1)
  20 (+5)
  8 (-1)
  8 (-1)
  9 (-1)
  Senses darkvision 120 ft., passive Perception 9
  Languages Giant
  Challenge 4 (1,100 XP)
  Fear Aura. Any creature hostile to the giant that starts its turn 
  within 20 feet of the giant must make a DC 10 Wisdom saving 
  throw, unless the giant is incapacitated. On a failed save, the 
  creature is frightened until the start of its next turn. If a crea-
  ture's saving throw is successful, the creature is immune to the 
  giant's Fear Aura for the next 24 hours.
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in the underground.
  Actions
  Multiattack. The giant makes two attacks: one with its bite and 
  one with its slam.
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
  Hit: 13 (2d8+4) bludgeoning damage.
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
  Hit: 17 (3d8+4) bludgeoning damage.
  Mountain Giant
  Huge giant, chaotic evil
  Armour Class 14 (natural armour)
  Hit Points 150 (12d12+72)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  8 (-1)
  22 (+6)
  9 (-1)
  10 (+0)
  8 (-1)
  Saving Throws Dex +2, Con +9, Wis +3
  Skills Perception +3
  Senses passive Perception 13
  Languages Giant
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The giant makes two greatclub attacks.
  Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 25 (4d8+7) bludgeoning damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one 
  target. Hit: 29 (4d10+7) bludgeoning damage.
  Summon Giants (1/Day). Once per day, a mountain giant can 
  attempt to summon other creatures to its aid. The call has a 
  25% chance to succeed. If successful, the giant summons 1d8+1 
  ogres (60% chance), 1d6+1 trolls (30% chance), or 1d4+1 hill 
  giants (10% chance). It takes 1d6 turns for the creatures to 
  arrive, and they can only be called if they live in the general area. 
  The creatures stay with the giant until killed, dismissed or until 
  another summoning. The mountain giant can give orders to the 
  creatures, but it does not have full control over them. The crea-
  tures value their own lives and might not fight to the death.
  
  47
  Gibberling
  At first glance, a horde of gibberlings - for they always 
  come in hordes - appears to be nothing but a screaming 
  mass of fur and flesh. Closer observation shows that the 
  horde consists of short, hunchbacked individuals with dark 
  leonine manes, white eyes, overly long arms, and hideous 
  faces. Originally from the depths of the Underdark, large 
  swarms of gibberlings sometimes makes their way to the 
  surface.
  Ravenous Horde. Gibberlings always appear in huge 
  numbers and devour every creature they come across, the 
  fallen among their own numbers included. Structures are 
  destroyed, and there are reports of entire villages that have 
  been razed by gibberlings. Gibberlings only ever stop to kill 
  something or if they face a powerful opponent. The only 
  thing they seem to avoid consciously is fire.
  Mysterious Swordsmen. Despite their apparent lack 
  of a society or a culture, gibberlings often carry swords. 
  Nobody know where they get these swords, or who trained 
  them in their use. Any attempts to follow the track a 
  gibberling horde back into the Underdark failed to reveal 
  any kind of lair. Likewise, communicating with gibberlings 
  seems to be impossible. Gibberlings are clearly able to 
  speak to one another, but none of them seems to speak 
  any language but their own incomprehensible tongue. Like 
  so much about the gibberlings, this language remains a 
  mystery to others.
  Gibberling
  Small humanoid, chaotic evil
  Armour Class 12
  Hit Points 9 (2d6+2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  12 (+1)
  6 (-2)
  8 (-1)
  7 (-2)
  Conditions Immunities charmed
  Senses darkvision 60 ft., passive Perception 9
  Languages Gibberling
  Challenge 1/4 (50 XP)
  Bunching. Gibberlings crawl over one another with ease. Up to 
  three gibberlings can occupy the same space.
  Gibbering. Any creature except for gibberlings that starts its turn 
  within 30 feet of a group of ten or more gibberlings must make 
  a DC 10 Wisdom saving throw, unless all gibberlings incapaci-
  tated. On a failed save, the creature has disadvantage on attack 
  rolls until the start of its next turn. If a creature's saving throw is 
  successful, the creature is immune to the gibbering for the next 
  24 hours.
  Sunlight Sensitivity. The gibberling has disadvantage on Wis-
  dom (Perception) checks while exposed to bright light.
  Actions
  Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
  Hit: 3 (1d6) piercing damage.
  Longsword. Melee Weapon Attack. +4 to hit, reach 5 ft., one target.
  Hit: 6 (1d8+2) slashing damage.
  Goblin, Dekanter
  Dekanter goblins are a race created from common goblins 
  but bear little resemblance to their smaller and cowardly 
  cousins. Dekanter goblins have brown to orange skin, 
  black hair, and a horn not unlike that of a rhino. They are 
  as tall as human, broad-shouldered and rather muscular. A 
  Dekanter goblin's hands end in sharp claws. They can ma-
  nipulate tools and weapons, but generally prefer to attack 
  with their horn and claws. Dekanter goblins fight viciously, 
  be because their master commanded them to do so, their 
  lair is under attack or they simply wish to kill whomever 
  they came across.
  Minions of the Beast Lord. The only place where 
  Dekanter goblins have been sighted are mines of Dekanter 
  in the Greypeak Mountains west of Anauroch. These mines 
  were a major source of iron of there Netherese Empire 
  and were later turned into a magical laboratory. Now the 
  mines have been overrun by goblins and gargoyles, but one 
  powerful mage remains: The Beast Lord. The Beast Lord 
  is allegedly an alhoon, a mind flayer that has been trans-
  formed into a lich, and breeds the Dekanter goblins for his 
  dark schemes.
  Dekanter Goblin
  Medium humanoid (goblinoid), lawful evil
  Armour Class 15 (natural armour)
  Hit Points 19 (3d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  10 (+0)
  12 (+1)
  9 (-1)
  Skills Perception +3
  Damage Resistances cold
  Senses darkvision 120 ft., passive Perception 13
  Languages Goblin, Undercommon
  Challenge 1/2 (200 XP)
  Charge. If the goblin moves at least 20 feet straight toward 
  a target and then hits it with a horn attack on the same turn, 
  the target takes an extra 3 (1d6) piercing damage. If the target 
  is a Medium or smaller creature, it must succeed on a DC 13 
  Strength saving throw or be knocked prone.
  Regeneration. The goblin regains 3 hit points at the start of its 
  turn.
  Actions
  Multiattack. The goblin makes two attacks: one with its horn 
  and one with its claws.
  Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 6 (1d6+3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 7 (1d8+3) slashing damage.
  
  48
  Golem
  Golems are magically created constructs. They are de-
  signed for specific purposes and never tire. Many golems 
  are powerful combat machines, but some are built for 
  other tasks.
  Gemstone Golem
  Gemstone golems were originally created by the god-kings 
  of Mulhorand, one of the Old Empires. Centuries later, the 
  secret to their construction was re-discovered by Aznar 
  Thrul, Red Wizard and Zulkir of Evocation. Gemstone 
  golems have since become more widespread again. Thrul 
  intended to use them against the Witches of Rashemen, 
  but these golems are used by and against other Red Wiz-
  ards just as much.
  The most simple gemstone golem is the ruby golem, 
  which appears as a crystalline humanoid statue. A more 
  advanced gemstone golem, the emerald golem, is often re-
  sembles a human male with perfect physique. Lastly, there 
  is the diamond golem. It is usually designed as a warrior 
  with shield and sword, even though these are merely for 
  decoration. It is assumed that gemstone golems can be 
  made from other precious stones too, but none of these 
  gemstone golems been sighted in recent times.
  Ruby Golem
  Large construct, unaligned
  Armour Class 16 (natural armour)
  Hit Points 102 (12d10+36)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  16 (+3)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Immunities fire, lightning, poison, psychic; bludgeon-
  ing, piercing, and slashing from nonmagical weapons that 
  aren't adamantine
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, petrified, poisoned
  Senses passive Perception 10
  Languages understands the languages of its creator but can't 
  speak
  Challenge 6 (2,300 XP)
  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.
  Nemesis. If the golem fails a saving throw against an attack or 
  spell from a Witch of Rashemen or a spirit allied to them, it can 
  choose to re-roll it once.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 27 (4d10+5) bludgeoning damage.
  Emerald Golem
  Large construct, unaligned
  Armour Class 17 (natural armour)
  Hit Points 133 (14d10+56)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  18 (+4)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Resistances lightning
  Damage Immunities acid, fire, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that aren't 
  adamantine
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, petrified, poisoned
  Senses passive Perception 10
  Languages understands the languages of its creator but can't 
  speak
  Challenge 8 (3,900 XP)
  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.
  Nemesis. If the golem fails a saving throw against an attack or 
  spell from a Witch of Rashemen or a spirit allied to them, it can 
  choose to re-roll it once.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 28 (4d10+6) bludgeoning damage.
  Lightning Blot (Recharge 5-6). A lightning bolt blasts out from 
  the golem's hands. It forms a line 100 feet long and 5 feet wide. 
  Each creature in the line must make a DC 14 Dexterity saving 
  throw, taking 21 (6d6) lightning damage on a failed save, or 
  half as much damage on a successful one. The lightning ignites 
  flammable objects in the area that aren’t being worn or carried.
  Poison Cloud (Recharge 6). The golem creates a 20-foot-radius 
  sphere of poisonous gas around itself. Each creature in the area 
  must make a DC 14 Constitution saving throw, taking 28 (8d6) 
  poison damage on a failed save, or half as much damage on a 
  successful one.
  
  49
  Diamond Golem
  Large construct, unaligned
  Armour Class 18 (natural armour)
  Hit Points 168 (16d10+90)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage Immunities acid, fire, lightning, poison, psychic; bludg-
  eoning, piercing, and slashing from nonmagical weapons that 
  aren't adamantine
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, petrified, poisoned
  Senses passive Perception 10
  Languages understands the languages of its creator but can't 
  speak
  Challenge 12 (8,400 XP)
  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.
  Nemesis. If the golem fails a saving throw against an attack or 
  spell from a Witch of Rashemen or a spirit allied to them, it can 
  choose to re-roll it once.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 40 (6d10+7) bludgeoning damage.
  Blinding Light (Recharge 5-6). A beam of bright light emerges 
  from the golem's hands. It forms a line 60 feet long and 5 feet 
  wide. Each creature in the line must make a DC 16 Constitution 
  saving throw, taking 28 (8d6) radiant damage and are blinded 
  until the start of the golem's next turn on a failed save, or half 
  as much damage on a successful one and aren't blinded.
  Diamond Shards (Recharge 6). The golem emits a cloud of tiny 
  diamond chips in a radius of 20 feet around itself. Each creature 
  in the are must make a DC 16 Dexterity saving throw, taking 35 
  (10d6) slashing damage on a failed save, or half as much dam-
  age on a successful one.
  Lightning Golem
  The lightning golem is a construct in form of a golden hu-
  manoid framework. Once animated, it discharges and arcs 
  of electricity can be seen all over its body. Lightning golems 
  are surprisingly fast. They are often used as guardians and 
  have a rudimentary intelligence that allows the to under-
  stand relatively complex orders. In combat, a lightning go-
  lem often dashes into a group of enemies, trying to shock 
  as many of them as possible with a discharge of electricity.
  Lightning Golem
  Medium construct, unaligned
  Armour Class 16 (natural armour)
  Hit Points 112 (15d8+45)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+3)
  5 (-3)
  10 (+0)
  1 (-5)
  Damage Immunities lightning, poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that aren't 
  adamantine
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, petrified, poisoned
  Senses passive Perception 10
  Languages understands the languages of its creator but can't 
  speak
  Challenge 7 (2,900 XP)
  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.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 12 (1d8+3) bludgeoning damage plus 9 (2d8) lightning 
  damage.
  Lightning Arc (Recharge 5-6). The golem targets a creature it 
  can see within a range of 30 feet, which is it by a lightning bolt. 
  Three bolts then leap from that target to as many as three other 
  targets, each of which must be within 30 feet of the first target. 
  A target must make a DC 14 Dexterity saving throw, taking 18 
  (4d8) slashing damage on a failed save, or half as much dam-
  age on a successful one.
  Magic Golem
  The magic golem appears as a tall humanoid figure made 
  of the dazzling substance that is pure magic. Unlike most 
  other golems, the magic is not formed and animated, but 
  the result of an incident in a zone of wild magic. Zhentarim 
  wizards discovered these unique creatures and brought a 
  few of them under their control.
  Made of Magic. A magic golem is created from a hu-
  manoid exposed to a spontaneous magical effect in a wild 
  magic zone. The Zhentarim apparently managed to create 
  magic golems deliberately using unwilling subjects, but the 
  process is rumoured to be complicated and highly unrelia-
  ble.  Magic golems constantly absorb whatever magical en-
  ergies surround them. They are encircled by a zone devoid 
  of magic. An except to this is the golem's own magic which 
  it releases every now and then due to its link to wild magic.
  
  50
  Greatswan
  Greatswans are huge swan raised by the elves. They serve 
  as pets, guardians and war mounts. Greatswans are fierce 
  fighters and, just like common swans, can be vicious and 
  mean-spirited. Other than that, they are graceful, majestic 
  birds.
  War Birds. A greatswan can carry up to two elf-sized rid-
  ers; oftentimes one rider will lead the swan while the other 
  one is a scout or archer. Very few greatswans live outside 
  elven communities. The elves are reluctant to release any 
  of these swans since they consume large amounts of food 
  and might upset the natural balance in their territory.
  Magic Golem
  Large construct, unaligned
  Armour Class 18 (natural armour)
  Hit Points 180 (24d10+48)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  15 (+2)
  14 (+2)
  6 (-2)
  10 (+0)
  1 (-5)
  Damage Immunities poison, psychic; bludgeoning, piercing, 
  and slashing from magical weapons
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, petrified, poisoned
  Senses passive Perception 10
  Languages understands the languages of its creator but can't 
  speak
  Challenge 10 (5,900 XP)
  Antimagic Sphere. The golem is surrounded by a 20-foot-radius 
  antimagic sphere. Within this sphere, spells can't be cast, sum-
  moned creatures disappear. Spells and other magical effects, 
  except those created by an artefact or a deity, are suppressed 
  in the sphere and can't protrude into it. Spell effects and spells 
  that enter the sphere simply disappear. A slot expended to cast 
  a spell in the sphere is consumed. A magic golem's abilities are 
  not affected by the sphere.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem always succeeds on saving throws 
  against spells and other magical effects unless it deliberately 
  chooses not to.
  Magic Weapons. The golem's weapon attacks are magical.
  Actions
  Multiattack. The golem makes two attacks with its magic blast. 
  If it can use its magic flare, the golem uses that as well. 
  Magic Blast. Melee Spell Attack: +10 to hit, reach 5 ft., one tar-
  get. Hit: 33 (5d10+6) force damage.
  Magic Flare (Recharge 5-6). The golem causes a random magi-
  cal effect of the ones listed below:
  1. Antimagic Blast. Magic effects on all creatures and objects 
  within a 120-foot-radius feet around the golem end. If there mul-
  tiple magic effects on a creature or object, a random one ends.
  2. Fire Ring. Fire surrounds the golem in a 10-foot-radius until 
  the beginning of its next turn. Creatures who are in the ring 
  when it appears or end there turn there must make a DC 15 Dex-
  terity saving throw. On a failed save, a creature takes 22 (5d8) 
  fire damage, or half as much damage on a successful save. 
  3. Blinding Light. Multicoloured light surrounds the golem in 
  a 120-foot-radius. Creatures in the area must succeed on a DC 
  15 Constitution saving throw or be blinded until the end of their 
  next turn.
  4. Petrification. A random creature within 60 feet of the golem 
  creature must make a DC 15 Dexterity saving throw. On a failed 
  save, the creature is petrified until freed by the greater restora-
  tion spell or other magic.
  5. Tremor. The ground within a 60-foot-radius around the go-
  lem shakes. Creatures in the area must make a DC 15 Dexterity 
  saving throw. On a failed save, a creature takes 27 (6d8) bludg-
  eoning damage, or half as much damage on a successful save. 
  Creatures that fail their saving throw fall prone. The ground in 
  the area becomes difficult terrain.
  6. Time Freeze. Within a 60-foot-radius around the golem, 
  time temporarily freezes for 1d4+1 turns for all creatures and 
  objects. The golem is unaffected and can move and use actions 
  as normal. The zone does not move with the golem. The effect 
  ends prematurely when the golem touches or damages a crea-
  ture within the zone or an object it does not carry itself.
  Greatswan
  Large beast, chaotic good
  Armour Class 13
  Hit Points 45 (6d10+12)
  Speed 20 ft., fly 80 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  14 (+2)
  7 (-2)
  15 (+2)
  10 (+0)
  Skills Perception +4
  Senses passive Perception 14
  Languages understands Elvish but can't speak
  Challenge 2 (450 XP)
  Keen Sight. The greatswan has advantage on Wisdom (Percep-
  tion) checks that rely on sight.
  Actions
  Multiattack. The greatswan makes two attacks: one with its 
  beak and one with its wings.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 11 (2d6+4) slashing damage.
  Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 14 (3d6+4) bludgeoning damage, and the target must make 
  a DC 14 Dexterity saving throw or be blinded until the end of its 
  next turn.
  
  51
  Hag, Bheur
  According to legend, the bheur - sometimes known as the 
  blue hag - is the bringer of winter in Rashemen. Tales and 
  folklore are uncertain whether there is only a single bheur 
  or many, but all agree that she appears as an old women 
  with grey hair, pale skin, sunken eyes and a voice as icy as 
  a snow storm. The bheur always carries a staff. It looks like 
  an ordinary wooden staff, but in the hands of the bheur, it 
  holds power over the coldness of the winter.
  Winter Hag. Some tales describe bheur as a hideous 
  crone that wants to engulf the world in eternal winter, only 
  to be driven back by the arrival of spring, sometimes said 
  to be brought by the oldest of the Witches of Rashemen. 
  Other stories describe her more positive and as a force 
  necessary to maintain the natural balance of seasons. 
  Some even say that the blue hag is merely attracted by win-
  ter and does not bring it herself. These tales often mention 
  that the bheur likes to prey upon lone travellers, freezes 
  their bodies and devours them.
  Bheur
  Medium fey, chaotic evil
  Armour Class 18 (natural armour)
  Hit Points 136 (16d8+64)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  19 (+4)
  12 (+1)
  17 (+3)
  15 (+2)
  Saving Throws Dex +5, Int +4, Wis, +6
  Skills Perception +6
  Damage Resistances fire; piercing, and slashing from non magi-
  cal weapons that aren't silvered
  Damage Immunities cold
  Conditions Immunities charmed
  Senses passive Perception 16
  Languages Common, Primordial
  Challenge 7 (2,900 XP)
  Magic Resistance. The hag has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Cold Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (2d8) cold damage plus 9 (2d8) necrotic damage.
  Frost Ray (Recharge 5-6). Unnaturally cold air emerges from the 
  hag's staff in a 60-foot line that is 10 feet wide. Each creature in 
  that line must make a DC 15 Dexterity saving throw, taking 27 
  (6d8) cold damage on a failed save, or half as much damage on 
  a successful one.
  Cone of Ice (Recharge 5-6). The hag's staff emits ice crystals in a 
  10-foot cone. Each creature in that area must make a DC 15 Con-
  stitution saving throw, taking 18 (4d8) cold damage on a failed 
  save, or half as much damage on a successful one. Creatures 
  that fail their saving throw are also paralysed until the beginning 
  of the hag's next turn.
  Hamadryad
  Hamadryad
  Medium fey, neutral
  Armour Class 13
  Hit Points 44 (8d8+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  12 (+1)
  14 (+2)
  15 (+2)
  18 (+4)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Sylvan
  Challenge 2 (450 XP)
  Magic Resistance. The hamadryad has advantage on saving 
  throws against spells and other magical effects.
  Speak with Beasts and Plants. The hamadryad can communi-
  cate with beasts and plants as if they shared a language.
  Trackless Step. In natural surroundings, the hamadryad leaves 
  no trail. She can only be tracked if she desires to leave a trail.
  Tree Stride. Once on her turn, the hamadryad can use 10 feet of 
  her movement to step magically into one living tree within her 
  reach and emerge from a second living tree within 120 feet of 
  the first tree, appearing in an unoccupied space within 5 feet of 
  the second tree. Both trees must be large or bigger.
  Treebound. When a hamadryad's tree is destroyed, the hama-
  dryad dies.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 5 (1d4+3) bludgeoning damage.
  Fey Charm. The hamadryad targets one humanoid or beast 
  that she can see within 30 feet of her. If the target can see the 
  hamadryad, it must succeed on a DC 15 Wisdom saving throw 
  or be magically charmed. If the target is a beast, it has disad-
  vanatge on ist savong throw. The charmed creature regards 
  the hamadryad as a trusted friend to be heeded and protected. 
  Although the target isn't under the hamadryad's control, it takes 
  the hamadryad's requests or actions in the most favourable way 
  it can . Each time the hamadryad or its allies do anything harm-
  ful to the target, it can repeat the saving throw, ending the effect 
  on itself on a success. Otherwise, the effect lasts 24 hours or 
  until the dryad dies, is on a different plane of existence from the 
  target, or ends the effect as a bonus action. If a target's saving 
  throw is successful, the target is immune to the hamadryad's 
  Fey Charm for the next 24 hours. The hamadryad can have no 
  more than one humanoid and up to three beasts charmed at a 
  time.
  Thorn Cage (Recharge 4-6). The hamadryad chooses a spot 
  within 60 feet of her. Thorny vines shoot from the ground on 
  that spot. Each creature in a 15-foot-radius centred on that point 
  must make a DC 15 Dexterity saving throw. A target takes 14 
  (4d6) piercing damage on a failed save, or half as much damage 
  on a successful one. A creature that fails its saving throw is also 
  restrained for 1 minute. It can repeat the saving throw at the end 
  of each of its turns, ending the effect on a success. Creatures of 
  the dryad's choice are not affected by this attack.
  
  52
  The hamadryad appears as a beautiful human or elven 
  woman with striking green eyes and green hair. Like com-
  mon dryads, hamadryads are bound to tree, and possess 
  the ability to charm other creatures. Hamadryads shun 
  physical combat and use charmed creatures for their 
  protection. They do not need to eat and live off water and 
  sunlight alone. A hamadryads that is forced to spend a pro-
  longed period of time indoors or underground will suffer.
  Tree Children. A hamadryad's tree is almost always 
  an old oak tree in an even older forest. The tree does not 
  show magical properties, and it is almost impossible for 
  an outsider to determine whether or not a hamadryad is 
  bound to a certain tree. Hamadryads can move as far away 
  from their tree as they want, but avoid doing so. When a 
  hamadryad travels, she leaves animals behind as guard-
  ians or ask other sylvan beings such as centaurs, treants 
  or druids to look after her tree. Hamadryads are mostly 
  friendly creatures, but have little reluctance to kill stran-
  gers or use them for their own needs when they consider it 
  to be necessary.
  Hendar
  Large monstrosity, neutral (50%) or neutral evil (50%)
  Armour Class 14 (natural armour)
  Hit Points 97 (13d10+26)
  Speed 20 ft., fly 60 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  15 (+2)
  10 (+0)
  14 (+2)
  7 (-2)
  Skills Perception +4
  Senses passive Perception 14
  Languages —
  Challenge 4 (1,100 XP)
  Amphibious. The hendar can breathe air and water.
  Cold Susceptibility. When the hendar takes cold damage, it can't 
  use its multiattack during its next turn.
  Actions
  Multiattack. The hendar makes two attacks: one with its bite 
  and one wing attack.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 22 (4d8+4) piercing damage.
  Wing Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8+4) bludgeoning damage.
  Hendar
  The hendar resembles a large worm with bat wings and 
  the head of a horse. Its body is black with blue and purple 
  iridescence, its mane white and its eyes a fiery red. When 
  angry, the hendar sometimes emits deep, roaring noises 
  and blows steam from its nostrils. Hendar are always 
  found alone, except during mating season. Even then, hen-
  dar tend to be aggressive towards others of their kind.
  Amphibious Predators. The hendar lives in marshes and 
  caves near the coast. It can breathe both air and water, and 
  uses this advantage when it hunts. Hendar like to grab land 
  dwellers and drown them, or drag aquatic creatures out of 
  the water and let them suffocate. Hendar hunt everything 
  edible, and the more malicious ones even attack travellers 
  or settlements. Hendar hate the cold and hibernate during 
  the winter.
  Hybsil
  The hybsils are woodland nomad that resemble small cen-
  taurs. They have the striped body of an antelope instead of 
  than of a horse. Both sexes have antlers, the males ones 
  being large and forking, the females ones being smaller 
  and straight. Hybsils are semi-nomadic and live in tribes 
  of about two dozen individuals led by the oldest members. 
  They roam over vast forests and plains in search for food 
  and to preserve their isolation from other races. Hybsils 
  are knwon to live in the Border Forest, the Reaching 
  Woods, and the Trollbark Forest.
  Xenophobic Isolationists. Hybsils are generally peaceful, 
  but avoid the company of nonhybsils, other fey and sylvan 
  creatures included. Many hybsils tribes have been betrayed 
  by outsiders in the past; now hybsils consider all strangers 
  as untrustworthy until proved otherwise. Hybsil antlers 
  have magical properties. The alchemists of Zhentil Keep 
  are known to pay well for intact hybsil antlers still attached 
  to their scalp, and some hybsils started to waylay Zhentish 
  travellers in retaliation.
  Hybsil
  Small fey, neutral good
  Armour Class 13
  Hit Points 11 (2d6+4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  17 (+3)
  13 (+1)
  13 (+1)
  10 (+0)
  10 (+0)
  Skills Perception +2, Stealth +5
  Damage Immunities poison
  Conditions Immunities poisoned
  Senses truesight 60 ft., passive Perception 12
  Languages Sylvan
  Challenge 1/2 (100 XP)
  Trackless Step. In natural surroundings, the hybsil leaves no 
  trail. It can only be tracked if it desires to leave a trail.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 5 (1d4+3) piercing damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 40/160 ft., 
  one target. Hit: 1d6 piercing damage, and the target must suc-
  ceed on a DC 10 Constitution saving throw fall unconscious for 
  1 minute, or until it takes damage or another creature takes an 
  action to shake it awake.
  Phantom Image (1/Day). The hybsil creates three illusionary 
  images of itself that mimic its actions, making it impossible to 
  track the real hybsil. An image has AC 13 and disappears when it 
  takes damage. The hybrsil can also dismiss the images using an 
  action. When the hybsil is target with an attack, roll a d20. A roll 
  of 6, 8, or 11 is necessary to hit the hybsil when three, two, or 
  one images are left. Otherwise, an image is hit and disappears.
  
  53
  Ibrandlin
  Ibrandlin, sometimes know as lurkers in darkness, appear 
  as elongated, wingless red dragons, with grey-scaled bod-
  ies tinged with red on the back and belly. Though ibrandlin 
  are not as powerful as many true dragons, they are impres-
  sive beasts nevertheless and can even breathe fire. Ibrand-
  lin can speak, but rarely do so. They can mainly be found in 
  the Underdark guarding holy sites and treasure vaults.
  Children of a Dead God. The ibrandlin have been cre-
  ated by cleric of Ibrandul, god of cavern, dungeons and 
  the Underdark. Ibrandul was killed by Shar a long time 
  ago, but Shar decided to impersonate him and his cult and 
  priesthood lived on. For a long time, the clerics of Ibrandul 
  tried to create ibrandlin from fire lizards. While the first 
  ibrandlin were born centuries ago, they started to breed 
  true only recently. The clerics use ibrandlin to guard their 
  underground temples and train them from birth. Most of 
  Ibrandul's worshippers live in the Shining South and the 
  city of Waterdeep. Thus, ibrandlins are most common in 
  these areas.
  Ibrandlin
  Huge dragon, lawful neutral
  Armour Class 16 (natural armour)
  Hit Points 150 (12d12+72)
  Speed 30 ft., climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  22 (+6)
  6 (-2)
  14 (+2)
  7 (-2)
  Saving Throws Dex +4, Int +2, Wis +6
  Damage Immunities fire
  Senses passive Perception 12
  Languages Draconic
  Challenge 9 (5,000 XP)
  Magic Resistance. The ibrandlin has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The ibrandlin makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 24 (4d8+5) piercing damage plus 9 (2d8) fire damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 34 (6d8+6) slashing damage.
  Fire Breath (Recharge 5-6). The ibrandlin exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 15 Dexterity 
  saving throw, taking 35 (10d6) fire damage on a failed save, or 
  half as much damage on a successful one.
  .
  Inquisitor
  Inquisitors were created by evil wizards centuries ago. 
  Superficially, they look like rotting corpses and could be 
  mistaken for zombies. However, inquisitors are much more 
  malicious than any zombie. Each of them is an ancient 
  torturer and expert in information extraction. Inquisitors 
  need no food, water, or sleep; their only desire is to torture 
  others and perfect the pain-inflicting techniques they 
  developed over the centuries. It is not know who originally 
  created the inquisitors. Today, they can be found living 
  alone in long-forgotten underground torture chambers or 
  in the service of evil beings in need of an experienced inter-
  rogator. 
  Undead Nature. An inquisitor doesn't require air, food, 
  drink, or sleep.
  Inquisitor
  Medium undead, lawful evil
  Armour Class 13
  Hit Points 78 (12d8+24)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  15 (+2)
  13 (+1)
  10 (+0)
  14 (+2)
  Skills Insight +4, Intimidation +4
  Damage Immunities poison
  Conditions Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Common
  Challenge 4 (1,100 XP)
  Actions
  Multiattack. The inquisitor makes two attacks: one with its claw 
  and one with its whip.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 9 (2d6+2) slashing damage, and the target must make a 
  DC 14 Constitution saving throw, taking 14 (4d6) poison dam-
  age on a failed save, or half as much damage on a successful 
  one. A target that fails its saving throw is also poisoned for for 
  1 minute. At the end of each of its turns, the target can make 
  another Constitution saving throw, ending the effect on itself on 
  a success.
  Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
  Hit: 5 (1d4+3) slashing damage.
  Paralysing Gaze (Recharge 5-6). The inquisitor chooses a 
  creature it can see within a range of 90 feet. The target must 
  succeed on a DC 14 Wisdom saving throw or be paralysed for 1 
  minute. This ability has no effect on undead. At the end of each 
  of its turns, the target can make another Wisdom saving throw, 
  ending the effect on itself on a success.
  Laerti
  The laertis - called asabi in the Bedine tongue - are a race 
  of desert-dwelling reptilian humanoids. They share some 
  similarity with lizardfolk, but have brown or grey scales 
  and are not amphibious. Laertis have yellow eyes with 
  black slit pupils and narrow skulls. Their limbs, which 
  
  54
  leave their body at awkward angles, make laertis look 
  clumsy - and impression that is betrayed by the agility and 
  speed of these reptilians. Laertis are only encountered dur-
  ing the night. During the day, they hide from the sun.
  Evil Mercenaries. Laerti have little concern for other 
  races and are often employed as mercenaries by evil 
  creatures. The Zhentarim are known to hire laerti merce-
  naries from time to time, and phaerimms, mind flayers and 
  beholders are sometimes have laerti slaves. Some laerti 
  are significantly taller than the rest. These stingtails live 
  peacfully alongside the common laerti and interbreed with 
  them. Stingtail secrete poison from glands in their tails, 
  hence their name. They are less intelligent than common 
  laerti and usually found under the command of one.
  Laerti
  Medium humanoid, lawful evil
  Armour Class 15 (scale mail)
  Hit Points 18 (4d8)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  10 (+0)
  12 (+1)
  14 (+2)
  8 (-1)
  Senses passive Perception 12
  Languages Laerti, Common
  Challenge 1/2 (100 XP)
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 3 (1d4+1) piercing damage
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
  Hit: 4 (1d6+1) slashing damage
  Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 
  30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.
  Stingtail
  Large humanoid, lawful evil
  Armour Class 14 (scale mail)
  Hit Points 42 (8d8+6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  13 (+1)
  7 (-2)
  14 (+2)
  7 (-2)
  Conditions Immunities charmed
  Senses passive Perception 12
  Languages Laerti
  Challenge 2 (450 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 12 (2d8+3) piercing damage
  Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
  Hit: 7 (1d8+3) bludgeoning damage plus 13 (3d8) poison dam-
  age.
  Lammasu
  The lammasu is a leonine creature with the bearded head 
  of a human and the wings of an eagle. Lammasu are be-
  nevolent beings that fight evil wherever possible. They are 
  concerned for the wellbeing and safety of good creatures. 
  Lammasu occasionally aid oen another and occasionally 
  gather, but keep for themselves otherwise. Many of them 
  live in old temples or near holy sites in the wasteland, and 
  serve as their self-proclaimed protectors. Lammasu are 
  friendly towards good beings, hostile to those who are evil 
  and watch those in between with suspicion. Lammasu de-
  spise lamias and manticores, and are sometimes confused 
  with the latter.
  Lammasu
  Large celestial, lawful good
  Armour Class 15 (natural armour)
  Hit Points 93 (11d10+33)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  16 (+3)
  17 (+3)
  14 (+2)
  Saving Throws Dex +4, Con +6, Wis +6
  Skills History +6, Perception +6, Religion +6
  Conditions Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 
  Languages Common, Celestial, Draconic
  Challenge 6 (2,300 XP)
  Circle of Protection. Creatures of the lammasu's choosing 
  within a 10-foot-radius around the lammasu can't be charmed, 
  frightened, or possessed by aberrations, fiends, and undead. If a 
  creature is already charmed, frightened, or possessed by an ab-
  erration, fiend, or undead, the target has advantage on any new 
  saving throw against the relevant effect. Aberrations, fiends, 
  and undead have disadvantage against protected creatures. The 
  lammasu itself is always affected by the Circle of Protection.
  Magic Resistance. The lammasu has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. The lammasu's innate spellcasting ability is 
  Wisdom (spell save DC 14). The lammasu can innately cast the 
  following spells, requiring no material components:
  2/day: greater invisibility
  1/day: dimension door
  Spellcasting. The lammasu is a 7th-level spellcaster. Its spell-
  casting ability is Wisdom (spell save DC 14, +6 to hit with spell 
  attacks). The lammasu has the following cleric spells prepared:
  Cantrips (at will): resistance, sacred flame, thaumaturgy
  1st level (4 slots): bless, detect evil and good, shield of faith
  2nd level (3 slots): calm emotions, hold person, lesser restoration
  3rd level (3 slots): dispel magic, glyph of warding, revivify
  4th level (1 slot): guardian of faith
  Actions
  Multiattack. The lammasu makes two claw attacks.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 17 (3d8+4) slashing damage.
  
  55
  Laraken
  The laraken is an alien creature found in the swamps of 
  the Shining South. It looks like a glossy yellow sphere that 
  can produce two tentacles if it desires so. The laraken has 
  nothing resembling facial features, but seems to be able to 
  see and hear like other creatures. Laraken prefer to stay in 
  the water and will perish if they stay on land for too long.
  Magic Drainer. Laraken are feared for their ability to 
  drain magic. Most laraken sustain themselves by consum-
  ing water from the Elemental Plane of Water and live near 
  small gates that lead to this plane. Once a laraken senses 
  a wizard or other spellcaster nearby, it will do everything 
  to get close to it and drain his spells. Laraken can't be rea-
  soned with. They do not seem to speak any language and 
  are hostile to virtually all other creatures.
  Laraken
  Large aberration, chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 189 (18d10+90)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  20 (+5)
  7 (-2)
  8 (-1)
  10 (+0)
  Saving Throws Dex +5, Int +2, Wis +3
  Conditions Immunities blinded, deafened, poisoned, prone
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 6 (2,300 XP)
  Limited Amphibiousness. The laraken can breathe air and water, 
  but it needs to be submerged at least once every 24 hours to 
  avoid suffocating.
  Magic Resistance. The laraken has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The laraken makes two tentacle attacks.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target.
  Hit: 27 (4d10+5) bludgeoning damage. If the target is a spell-
  caster, it loses a spell slot for its highest remaining spell level. 
  The lost slot is regained after a long rest. After being drained 
  this way, the spellcaster must make a DC 16 Constitution saving 
  throw or fall unconscious until the end of the laraken's next 
  turn.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 38 (6d10+5) bludgeoning damage. If the target is a spell-
  caster, it loses a random prepared spell of the highest spell 
  level it has a spell prepared for. The lost spell can be prepared 
  again after a long rest. The laraken gains the ability to cast the 
  spell once using an action. It does not requiring components 
  and casts the spell as if cast by the original spellcaster using the 
  lowest possible spell slot.
  Leucrotta
  The leucrotta is a hideous predator that haunts the Silver 
  Marches and other parts of northern Faerûn. The leucrot-
  ta's body resembles that of a black stag with a lion's tail and 
  the hooves of a goat. Its head is closer to that of a badger 
  with the exception of its glowing red eyes and terrifying 
  jaws. Leucrottas are malicious creatures that often kill 
  wildlife in an area faster than it replenishes itself. Despite 
  their sadistic tendencies, leurcottas prefer nonsapient prey 
  those relatives do not take revenge.
  Leucrotta
  Large monstrosity, chaotic evil
  Armour Class 12
  Hit Points 30 (4d10+8)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  6 (-2)
  14 (+2)
  8 (-1)
  Conditions Immunities charmed
  Senses darkvision 120 ft., passive Perception 12
  Languages —
  Challenge 1 (200 XP)
  Mimicry. The leucrotta can mimic animal sounds. A creature 
  that hears the sounds can tell they are imitations with a suc-
  cessful DC 13 Wisdom (Insight) check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 14 (2d10+3) piercing damage, and the target is grappled 
  (escape DC 13). If the target is Medium or smaller, it is also re-
  strained until this grapple ends. While grappling the target, the 
  leurcrotta can't use this attack against other targets. When the 
  leurcotta moves, any Medium or smaller target it is grappling 
  moves with it.
  Greater Leucrotta
  Large monstrosity (shapechanger), neutral evil
  Armour Class 14 (natural armour class)
  Hit Points 60 (8d10+16)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  15 (+2)
  12 (+1)
  16 (+3)
  8 (-1)
  Conditions Immunities charmed
  Senses darkvision 120 ft., passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Shapechanger. The leucrotta can use its action to polymorph 
  into a quadrupedal beast or monstrosity of challenge rating 2 or 
  lower, or back into its true form. Its statistics, other than its hit 
  points and hit dice, are replaced by those of the new from, but 
  the leucrotta retains its alignment and Intelligence, Wisdom, 
  and Charisma scores. It reverts to its true form if it dies.
  Mimicry. The leucrotta can mimic animal sounds and voices. A 
  creature that hears the sounds can tell they are imitations with a 
  successful DC 15 Wisdom (Insight) check.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 20 (3d10+4) piercing damage, and the target is grappled 
  (escape DC 14). If the target is Medium or smaller, it is also re-
  strained until this grapple ends. While grappling the target, the 
  leurcrotta can't use this attack against other targets. When the 
  leurcotta moves, any Medium or smaller target it is grappling 
  moves with it.
  
  56
  Lich
  Alhoon
  Medium undead, neutral evil
  Armour Class 17 (natural armour)
  Hit Points 67 (9d8+27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  16 (+3)
  21 (+5)
  18 (+4)
  16 (+3)
  Saving Throws Int +9, Wis +8, Cha +7
  Skills Arcana +9, Deception +7, Insight +8, Perception +8, Per-
  suasion +7, Stealth +5
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slash-
  ing from nonmagical weapons
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, poisoned
  Senses truesight 120 ft., passive Perception 18
  Languages Deep Speech, Undercommon, telepathy 120 ft.
  Challenge 11 (7,200 XP)
  Legendary Resistance (3/Day). If the lich fails a saving throw, it 
  can choose to succeed instead.
  Magic Resistance. The lich has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting (Psionics). The lich's innate spellcasting 
  ability is Intelligence (spell save DC 17). It can innately cast the 
  following spells, requiring no components:
  At will: detect thoughts, levitate
  1/day each: dominate monster, plane shift (self only)
  Spellcasting. The lich is a 9th-level spellcaster. Its spellcasting 
  ability is Intelligence (save DC 17, +9 to hit with spell attacks). 
  The lich has the following wizard spells prepared:
  Cantrips (at will): acid splash, chill touch, mage hand, ray of frost
  1st level (4 slots): charm person, detect magic, shield, sleep
  2nd level (3 slots): alter self, invisibility, suggestion
  3rd level (3 slots): animate dead, dispel magic, vampiric touch
  4th level (3 slots): Evard's black tentacles, ice storm
  5th level (1 slot): dominate person, hold monster 
  Turn Immunity. The lich is not affected by effects that turn 
  undead.
  Actions
  Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one crea-
  ture. Hit: 21 (3dl0+5) psychic damage. If the target is Medium 
  or smaller, it is grappled (escape DC 17) and must succeed on a 
  DC 17 Intelligence saving throw or be stunned until this grapple 
  ends.
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  incapacitated humanoid grappled by the lich. Hit: The target 
  takes 55 (10d10) piercing damage. If this damage reduces the 
  target to 0 hit points, the lich kills the target by extracting and 
  devouring its brain.
  Mind Blast (Recharge 5-6). The mind flayer magically emits 
  psychic energy in a 60-foot cone. Each creature in that area 
  must succeed on a DC 15 Intelligence saving throw or take 26 
  (4d10+4) psychic damage and be stunned for 1 minute. A crea-
  ture can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  Liches are wizards or, more rarely, sorcerer and clerics 
  unwilling to accept that their mortal lives will end one 
  day. Through a risky magical ritual, these spellcasters 
  transform themselves into undead, preserving their power 
  and existence in the world of the living. Liches are almost 
  universally evil.
  Alhoon
  At first glance, this undead mind flayer looks much like a 
  common mind flayer, though its skin is dry and wrinkled, 
  never glistering and slimy. The alhoon, sometimes called 
  illithilich, is a mind flayer that has been transformed into 
  lich. Unlike other liches, alhoons have no paralysing touch, 
  but retain the psionic powers they had in life. For reasons 
  unknown, they do not need a phylactery. These, combined 
  with the alhoon's spellcasting abilities, make the illithilich a 
  created feared by everyone, including other mind flayers.
  Undead Outcasts. Some mind flayers learn how to use 
  arcane magic. These illithid mages are shunned by their 
  fellow mind flayers who consider arcane magic to be infe-
  rior to psionics. The lich transformation takes this isolation 
  a step further: It severs the mind flayer's connection to the 
  elder brain, something most mind flayers don't even dare 
  to think about. This turns the alhoon into a traitor and 
  outcast. Mind flayers hunt and destroy alhoons whenever 
  possible.
  Lone Mages. Alhoons always live alone, with their only 
  company being slaves and undead servants. Most of them 
  work on increasing their power and do arcane research. 
  Alhoons always keep and eye out for wizards in the hope of 
  capturing their spellbook - often the only way for an alhoon 
  to learn new spells without developing them from scratch.
  Undead Nature. An alhoon doesn't require air, food, 
  drink, or sleep. Alhoons still enjoy the taste of fresh brain, 
  though.
  Alhoon Template
  Any mind flayer can become a alhoon. When a creature 
  becomes an alhoon, it retains all its statistics except as 
  noted below.
  Type. The creature becomes an undead.
  Natural Armour. The alhoon has an armour class equal 
  to 10 plus its proficiency bonus.
  Damage Resistances. The alhoon is resistant to cold, 
  lightning, and necrotic damage.
  Damage Immunities. The alhoon is immune to poison 
  damage as well bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons.
  Conditions Immunities. The alhoon cannot be charmed, 
  exhausted, frightened, paralysed, or poisoned.
  Senses. The alhoon gains truesight with a radius of 120 
  feet.
  Legendary Resistance (3/Day). If the alhoon fails a sav-
  ing throw, it can choose to succeed instead.
  Turn Immunity. The Alhoon is not affected by effects 
  that turn undead.
  
  57
  Baelnorn
  Medium undead (elf), lawful good (85%) or lawful neutral (15%)
  Armour Class 18 (natural armour)
  Hit Points 112 (15d8+45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  16 (+3)
  18 (+4)
  18 (+4)
  17 (+3)
  Saving Throws Con +8, Wis +10, Cha +9
  Skills Arcana +10, History +10, Insight +10, Persuasion +9
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slash-
  ing from nonmagical weapons
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, poisoned
  Senses truesight 120 ft.,passive Perception 14
  Languages Common, Elvish
  Challenge 18 (20,000 XP)
  Legendary Resistance (3/Day). If the lich fails a saving throw, it 
  can choose to succeed instead.
  Lich Aura. Any beast or undead other than a lich that starts its 
  turn within 20 feet of the lich must make a DC 18 Wisdom sav-
  ing throw, unless the lich is incapacitated. On a failed save, the 
  creature is frightened until the start of its next turn.
  Sending (3/Day). Using an action, the lich can create an ethereal 
  copy of itself. The sending has the same statistics as the lich, 
  but is unable to wear or carry objects, use the lich's Paralysing 
  Touch, or use magic. It flies with a speed of 30 feet and addi-
  tionally can't be grappled, petrified, prone, restrained, or uncon-
  scious. The lich can see through the sending's eyes and dismiss 
  it with an action. If not dismissed or destroyed, the sending 
  disappears after 1 hour. The lich can only create one sending at 
  a time and takes half of any damage the sending suffers.
  Spellcasting. The lich is an 15th-level spellcaster. Its spellcasting 
  ability is Intelligence (spell save DC 18, +10 to hit with spell 
  attacks). The lich has the following wizard spells prepared:
  Cantrips (at will): dancing lights, friends, mage hand
  1st level (4 slots): colour spray, detect magic, fog cloud, shield
  2nd level (3 slots): detect thoughts, hold person, misty step
  3rd level (3 slots): dispel magic, fear
  4th level (3 slots): confusion, greater invisibility
  5th level (2 slots): dominate person, legend lore
  6th level (1 slot): mass suggestion, wall of ice
  7th level (1 slot): prismatic spray, forcecage
  8th level (1 slot): sunburst
  Turn Resistance. The lich has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Paralysing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) cold damage. The target must succeed 
  on a DC 17 Constitution saving throw or be paralysed for 1 min-
  ute. The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Legendary Actions
  The lich 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 lich regains spent legendary actions at the start 
  of its turn.
  Cantrip. The lich casts a cantrip.
  Paralysing Touch (Costs 2 Actions). The lich uses its Paralysing 
  Touch.
  Turn Undead. Each undead within 30 feet that can see or hear 
  the lich must make a DC 18 Wisdom saving throw or become 
  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. 
  Hand of Radiance (Costs 3 Actions). Each creature within 20 
  feet of the lich must make a DC 17 Constitution saving throw 
  against this magic, taking 18 (4d8) radiant damage on a failed 
  save, or half as much damage on a successful one.
  Baelnorn
  The baelnorn is an elven lich. Unlike most other liches, the 
  baelnorn is not an evil creature and didn't seek lichdom to 
  gain power. Instead, baelnorns become liches to preserve 
  their knowledge and keep watch over their family. Bael-
  norns are not skeletonised, but have grey shrivelled skin 
  and glowing white eyes. At first glance, one might mistake 
  them for venerable living elves.
  Guardians of Myth Dannor. A number of baelnorns ex-
  isted in ancient Myth Drannor, where they protected elven 
  secrets, assisted travellers, guarded the city against thieves 
  and taught magic to young elves. After Myth Drannor's fall, 
  the baelnorns remained in the ruins to guard the vaults 
  holding the city's ancient magic. No baelnorns seem to 
  have been created in recent times, and the secert to their li-
  chdom is not generally known to wizards, even elven ones.
  Benevolent Undead. Baelnorns are generally begin 
  creatures. When they sense an intruder, they often send 
  out a sending, a projection of their body, to warn whoever 
  made his way to their lair. However, baelnorns do not hesi-
  tate to use their powers against aggressive thieves or evil 
  creatures. In addition to its spells, a baelnorn has the lich's 
  cold touch and an aura keeps away prevents animals and 
  undead. Baelnorns do not have a phylactery, but often keep 
  magical clones of themselves thata ctive when their body is 
  destroyed.
  Undead Nature. A banelich doesn't require air, food, 
  drink, or sleep.
  A Baelnorn's Lair
  Baelnorns live in ancient libraries, old wizard towers or 
  lost elven ruins. They seek out these places before their 
  transformation and often stay even when they decay and 
  the other elves leave.
  Lair Actions
  On initiative count 20 (losing initiative ties), the lich can 
  take a lair action to cause one of the following magical ef-
  fects; the lich can't use the same effect two rounds in a row:
   •   The lich rolls a d6 and regains a spell slot of that level 
  or lower. If it has no spent spell slots of that level or 
  lower, nothing happens.
   •   The lich summons the spirits of fallen elven warriors 
  to aid it in battle. A creature the lich can see within 60 
  feet of must succeed on a DC 17 Strength saving throw, 
  
  58
  taking 42 (12d6) necrotic damage on a failed save, or 
  half as much damage on a success. The spirits then 
  disappear.
   •   A 60-foot square area of ground within 120 feet of the 
  lich overgrows with plants; that area is difficult terrain 
  until initiative count 20 on the next round.
  Baelnorn Template
  Any elf can become a baelnorn. There are no recent re-
  ports of baelnorn, and elven lichdom remains a mystery to 
  most people, elves included. When a creature becomes a 
  baelnorn, it retains all its statistics except as noted below.
  Type. The creature becomes an undead.
  Natural Armour. The baelnorn has an armour class 
  equal to 10 plus its proficiency bonus.
  Saving Throws. The baelnorn is proficient in Constitu-
  tion, Intelligence, and Charisma saving throws.
  Damage Resistances. The baelnorn is resistant to cold, 
  lightning, and necrotic damage.
  Damage Immunities. The baelnorn is immune to poison 
  damage as well bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons.
  Conditions Immunities. The baelnorn cannot be 
  charmed, exhausted, frightened, paralysed, or poisoned.
  Senses. The baelnorn gains truesight with a radius of 
  120 feet.
  Legendary Resistance (3/Day). If the baelnorn fails a 
  saving throw, it can choose to succeed instead.
  Lich Aura. Any beast or undead other than a baelnorn 
  that starts its turn within 20 feet of the baelnorn must 
  make a DC 18 Wisdom saving throw, unless the baelnorn 
  is incapacitated. On a failed save, the creature is frightened 
  until the start of its next turn.
  Sending (3/Day). Using an action, the baelnorn can 
  create an ethereal copy of itself. The sending has the same 
  statistics as the baelnorn, but is unable to wear or carry 
  objects, use the baelnorn's Paralysing Touch, or use magic. 
  It flies with a speed of 30 feet and additionally can't be 
  grappled, petrified, prone, restrained, or unconscious. The 
  baelnorn can see through the sending's eyes and dismiss it 
  with an action. If not dismissed or destroyed, the sending 
  disappears after 1 hour. The baelnorn can only create one 
  sending at a time and takes half of nay damage the sending 
  suffers.
  Turn Resistance. The baelnorn has advantage on saving 
  throws against any effect that turns undead.
  New Action: Paralysing Touch. The Paralysing Touch 
  is an Intelligence-based melee spell attack. On a hit, the 
  attack deals 3d6 cold damage, and the target must succeed 
  on a Constitution saving throw with a DC equal to the 
  baelnorn's spell save DC or be paralysed 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.
  New Legendary Actions. The lich can take 3 legendary 
  actions, choosing from the options below. Only one legend-
  ary action option can be used at a time and only at the end 
  of another creature's turn. The lich regains spent legendary 
  actions at the start of its turn.
  New Legendary Action: Cantrip. The lich casts a 
  cantrip.
  New Legendary Action: Paralysing Touch (Costs 2 Ac-
  tions). The lich uses its Paralysing Touch.
  New Legendary Action: Turn Undead. Each undead 
  within 30 feet that can see or hear the lich must make a 
  DC 18 Wisdom saving throw or become 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. 
  New Legendary Action: Hand of Radiance (Costs 3 Ac-
  tions). Each creature within 20 feet of the lich must make 
  a DC 17 Constitution saving throw against this magic, 
  taking 18 (4d8) radiant damage on a failed save, or half as 
  much damage on a successful one.
  Banelich
  Due to the pressure put on his church by the forces of 
  good, Bane, god of tyranny and fear, decided to turn certain 
  members of his church into immortal liches. These crea-
  tures, called liches of Bane or baneliches, were selected 
  from Bane's most powerful clerics. Records indicate 
  that at least thirty-five baneliches were created, and the 
  destruction of only ten is documented. It is assumed that 
  the followers of Iyachtu Xvim destroyed more these liches, 
  though.
  Proud and Mighty. Baneliches resemble common 
  liches. They are dressed in decaying elegant ceremonial 
  robes and always wear the symbol of Bane, a black hand, 
  prominently. In ancient times, baneliches openly fought 
  the churches Bane's rivals. As a result, followers of the 
  good deities of Faerûn often allied against baneliches and 
  hunted them specifically. In addition to that, all baneliches 
  considered themselves to be the natural leader of the 
  church of Bane in the realm of the mortals, which lead to 
  rivalry between different baneliches and high-ranking cler-
  ics. As a result, Bane refrained from creating more liches 
  at one point - at least openly.
  Undead Nature. A banelich doesn't require air, food, 
  drink, or sleep.
  A Banelich's Lair
  The lair of a banelich is more often than not a Temple to 
  Bane, sometimes a ruined one. Occasional, baneliches 
  make reside in other places, such as a mausoleum or an-
  cients ruins far off from civilisation. A banelich in a temple 
  will always be its head and not tolerate anybody else above 
  itself, no matter how high-ranking a priest. A banelich 
  encountered in its lair has a challenge rating of 21 (33,000 
  XP).
  Lair Actions
  On initiative count 20 (losing initiative ties), the banelich 
  can take a lair action to cause one of the following magical 
  effects; the banelich can't use the same effect two rounds 
  in a row:
   •   The lich rolls a d8 and regains a spell slot of that level 
  or lower. If it has no spent spell slots of that level or 
  lower, nothing happens.
   •   A creature that meets the banelich's gaze must make a 
  DC 19 Wisdom saving throw, taking 42 (12d6) necrotic 
  damage from severe, muscle-wrenching pain on a failed 
  save, or half as much damage on a success.
  
  59
  •   The lich uses its Voice of Maleficence on a creature 
  within a range of 60 feet. The creature must make a DC 
  19 Wisdom saving throw or answer a short question the 
  lich asks. The question has to be answerable with 'yes' 
  or 'no'. Deafened creature and creatures that do not 
  share a language with the lich are no affected by this 
  ability.
  Banelich Template
  Any humanoid can become a banelich, but there are no 
  reports of anyone but cleric of Bane having received this 
  divine blessing. When a creature becomes a banelich, it 
  retains all its statistics except as noted below.
  Type. The creature becomes an undead.
  Natural Armour. The lich has an armour class equal to 
  10 plus its proficiency bonus.
  Saving Throws. The lich is proficient in Strength, Intel-
  ligence, and Wisdom saving throws.
  Damage Resistances. The lich is resistant to cold, light-
  ning, and necrotic damage.
  Damage Immunities. The lich is immune to poison dam-
  age as well bludgeoning, piercing, and slashing damage 
  from nonmagical weapons.
  Conditions Immunities. The lich cannot be charmed, 
  exhausted, frightened, paralysed, or poisoned.
  Senses. The lich gains truesight with a radius of 120 
  feet.
  Fear Aura. Any creature hostile to the lich that starts 
  its turn within 20 feet of the pit fiend must make a DC 19 
  Wisdom saving throw, unless the lich is incapacitated. On 
  a failed save, the creature is frightened until the start of 
  its next turn. If a creature's saving throw is successful, the 
  creature is immune to the lich's Fear Aura for the next 24 
  hours.
  Legendary Resistance (3/Day). If the lich fails a saving 
  throw, it can choose to succeed instead.
  Rejuvenation. The lich gain a phylactery. If it has a 
  phylactery, a destroyed lich gains a new body in 2d10 days, 
  Banelich
  Medium undead, lawful evil
  Armour Class 17 (natural armour)
  Hit Points 127 (17d8+51)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  17 (+3)
  19 (+4)
  20 (+5)
  15 (+2)
  Saving Throws Str +8, Int +10, Wis +11
  Skills Deception +8, History +8, Perception +11, Religion +8
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, and slash-
  ing from nonmagical weapons
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, poisoned
  Senses truesight 120 ft., passive Perception 21
  Languages Common plus up to three other languages
  Challenge 20 (25,000 XP)
  Fear Aura. Any creature hostile to the lich that starts its turn 
  within 20 feet of the lich must make a DC 19 Wisdom saving 
  throw, unless the lich is incapacitated. On a failed save, the 
  creature is frightened until the start of its next turn. If a crea-
  ture's saving throw is successful, the creature is immune to the 
  lich's Fear Aura for the next 24 hours.
  Legendary Resistance (3/Day). If the lich fails a saving throw, it 
  can choose to succeed instead.
  Rejuvenation. If it has a phylactery, a destroyed lich gains a new 
  body in 2d10 days, regaining all its hit points and becoming ac-
  tive again. The new body appears within 5 feet of the phylactery. 
  When the lich's phylactery is destroyed, all creature within 10 
  feet of it must make a DC 19 Constitution saving throw, taking 
  35 (10d6) necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  Spellcasting. The lich is an 17th-level spellcaster. Its spellcast-
  ing ability is Wisdom (spell save DC 19, +11 to hit with spell 
  attacks). The lich has the following cleric spells prepared:
  Cantrips (at will): resistance, sacred flame, thaumaturgy
  1st level (4 slots): command, guiding bolt, inflict wounds,shield of 
  faith
  2nd level (3 slots): blindness/deafness, hold person, spiritual weap-
  on, zone of truth
  3rd level (3 slots): animate dead, bestow curse, dispel magic, peak 
  with dead
  4th level (3 slots): banishment, freedom of movement
  5th level (2 slots): geas, scrying
  6th level (1 slot): blade barrier, harm
  7th level (1 slot): fire storm, symbol
  8th level (1 slot): earthquake, holy aura
  9th level (1 slot): gate
  Turn Resistance. The lich has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Touch of Despair. Melee Spell Attack:+ 11 to hit, reach 5 ft., one 
  creature. Hit: 22 (4d10) cold damage. The target must succeed 
  on a DC 19 Wisdom saving throw. Otherwise, it has disadvan-
  tage on skill checks and attack rolls until the beginning of the 
  lich's next turn.
  Legendary Actions
  The lich 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 lich regains spent legendary actions at the start 
  of its turn.
  Cantrip. The lich casts a cantrip.
  Touch of Despair (Costs 2 Actions). The lich uses its Touch of 
  Despair.
  Control Undead. The lich presents the holy symbol of Bane 
  and demands obedience from all undead creatures nearby. 
  Each undead within 30 feet that can see or hear the lich must 
  make a DC 19 Wisdom saving throw or become charmed for 1 
  minute. Charmed creatures obey the lich's verbal commands 
  and gestures.
  Coldfire (Costs 3 Actions). Ranged Spell Attack: +11 to hit, range 
  60 ft., one target. Hit: 44 (8d10) cold damage. Resistance to 
  cold damage is not applied to this attack. Immunity to cold 
  damage is treated as resistance fire damage instead.
  
  60
  regaining all its hit points and becoming active again. The 
  new body appears within 5 feet of the phylactery. When the 
  lich's phylactery is destroyed, all creature within 10 feet of 
  it must make a Constitution saving throw with a DC equal 
  to the lich's spell DC, taking 35 (10d6) necrotic damage on 
  a failed save, or half as much damage on a successful one.
  Turn Resistance. The lich has advantage on saving 
  throws against any effect that turns undead.
  New Action: Touch of Despair. The Touch of Despair 
  is a Wisdom-based melee spell attack. On a hit, the attack 
  deals 1d10 cold damage per four cleric levels of the lich. 
  The target must succeed on a Wisdom saving throw with 
  a DC equal to the lich's spell save DC. Otherwise, it has 
  disadvantage on skill checks and attack rolls until the 
  beginning of the lich's next turn.
  Legendary Actions. The lich can take 3 legendary ac-
  tions, 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 lich regains spent legendary 
  actions at the start of its turn.
  New Legendary Action: Cantrip. The lich casts a 
  cantrip.
  New Legendary Action: Touch of Despair (Costs 2 
  Actions). The lich uses its Touch of Despair.
  New Legendary Action: Control Undead. The lich 
  presents the holy symbol of Bane and demands obedience 
  from all undead creatures nearby. Each undead within 30 
  feet that can see or hear the lich within must make a Wis-
  dom saving throw with a DC equal to the lich's spell save 
  DC or become charmed for 1 minute. Charmed creatures 
  obey the lich's verbal commands and gestures.
  New Legendary Action: Coldfire (Costs 3 Actions). 
  The Coldfire is a Wisdom-based ranged spell attack with 
  a range of 60 feet that targets one creature. On a hit, the 
  attack deals 2d10 cold damage per four cleric levels of the 
  lich. Creatures immune to cold damage take half damage. 
  Creatures resistant to cold damage take full damage.
  Lizard
  Lizards are reptilian animals that can be found all over the 
  Realms, sometimes even in colder climates. Most lizards 
  are small and harmless, but some grow to enormous sizes.
  Fire Lizard
  The fire lizard resembles a wingless red dragon and is 
  sometimes refereed to as a "false dragon". Fire lizards are 
  mostly grey with a mottled red and brown back and a red 
  or orange underbelly. They lack the intelligence and might 
  of a true dragon, but do have the ability to breathe fire and 
  are dangerous opponents nevertheless. Fire lizards live in 
  deserts of southern Faerûn, and are sometimes found in 
  the Underdark. Some scholars assume that they are an 
  offshoot of true dragons or share a common ancestor with 
  them.
  Minotaur Lizard
  The minotaur lizard is named for its impressive horns. 
  Interestingly, these horns are not used in combat, but 
  apparently attract mates during mating season. Instead, 
  minotaur lizards use their sharp teeth and claws to kill 
  prey and defend themselves. Minotaur lizards are found in 
  mountainous regions, often close to the lairs of copper and 
  red dragons.
  Fire Lizard
  Huge monstrosity, unaligned
  Armour Class 15 (natural armour)
  Hit Points 95 (10d12+30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  17 (+3)
  3 (-4)
  10 (+0)
  7 (-2)
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses passive Perception 10
  Languages —
  Challenge 4 (100 XP)
  Actions
  Multiattack. The lizard makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 14 (2d8+5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 18 (3d8+5) slashing damage.
  Fire Breath (Recharge 5-6). The fire lizard exhales fire in a 15-foot 
  cone. Each creature in that area must make a DC 13 Dexterity 
  saving throw, taking 27 (6d8) fire damage on a failed save, or 
  half as much damage on a successful one.
  Minotaur Lizard
  Huge beast, unaligned
  Armour Class 14 (natural armour)
  Hit Points 76 (10d12+36)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  3 (-4)
  10 (+0)
  6 (-2)
  Senses passive Perception 
  Languages —
  Challenge 3 (700 XP)
  Actions
  Multiattack. The lizard makes two attacks: one with its bite and 
  one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 18 (4d6+4) piercing damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 21 (5d8+4) slashing damage.
  
  61
  Loxo
  The loxoth are a race of humanoid elephants. They have 
  grey to blue wrinkled skin, large ears, little hair, two trunks 
  and a pair of tusks. Loxoth wear lose, patterned clothing. 
  They are peaceful creatures, but do not hesitate to use 
  their great physical power to defend themselves when nec-
  essary. Enraged loxoth are extremely dangerous and fight 
  to the death. Loxoth have a good memory and never forget 
  the face of someone who did their herd harm.
  Elephantine Nomads. Loxoth are nomads. They roam 
  the plains in herds, consuming large amounts of grass and 
  harvesting fruit and nuts. On their way, they sometimes 
  build simple huts to serve as temporary shelter. These huts 
  are sometimes taken over by other races after the loxoth 
  left. A loxo herd is divided into several clans, each of which 
  is dressed in clothes with a unique colour pattern. While 
  they are not eating or travelling, loxoth create rustic works 
  of art which they use to trade for metal items and other 
  goods.
  Loxo
  Medium humanoid, neutral
  Armour Class 13 (natural armour)
  Hit Points 31 (6d8+4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common, Loxo
  Challenge 2 (450 XP)
  Berserk. Whenever the loxo starts its turn with 10 hit points 
  or fewer, roll a d6. On a 6, the loxo goes berserk. On each of 
  its turns while berserk, the loxo attacks the nearest creature it 
  can see that isn't another loxo. Once the loxo goes berserk, it 
  continues to do so until it is killed, its enemies have been slain 
  or it falls unconscious from exhaustion. Berserk loxoth are im-
  mune to being charmed and do no suffer penalties from being 
  exhausted.
  Actions
  Multiattack. The loxo makes two attacks: One with its maul and 
  one with its shuriken.
  Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 7 (1d6+4) bludgeoning damage.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 11 (2d6+4) bludgeoning damage.
  Shuriken. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one 
  target. Hit: 4 (1d4+1) piercing damage.
  Lycanthrope
  Lycanthropes are cursed - and often evil - humanoids with 
  the ability to shapeshift into an animal.
  Lythari
  Lythari are elves capable of changing into the form of a 
  wolf. Unlike most werewolves, these lycanthropes are not 
  evil and do not intentionally harm other sapient beings. 
  Lythari looks fascinating and otherworldly, even when com-
  pared to other elves. They have pale skin, striking blue or 
  green eyes and silver hair. In their lupine form, lythari have 
  grey to silver fur and lack the ferocity and danger a com-
  mon wolf emits. Lythari cannot shift into a hybrid form.
  Lone Wolves. Lythari avoid combat and prefer to flee 
  rather than fight. During times of war, they work as scouts 
  and spies. Lythari can transmit lycanthropy just like other 
  lycanthropes do. They are infertile, and turn other elves 
  into lythari from time to time. This is only done if both 
  sides agree to it, and lythari avoid using their bite against 
  humanoids to contain their curse. Small bands of lythari 
  can be found in the woods of Evermeet, and individual 
  lythari can still be found all over Faerûn. Lythari worship 
  Rillifane Rallathil and other elven deities of nature.
  Lythari
  Medium humanoid (elf, shapechanger), chaotic good
  Armour Class 14
  Hit Points 26 (4d8+8)
  Speed 30 ft. (40 ft. in wolf form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  11 (+0)
  12 (+1)
  11 (+0)
  Skills Perception +3, Stealth +4
  Damage Immunities bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons that aren't silvered
  Senses darkvision 60 ft., passive Perception 13
  Languages Elvish, Sylvan (can't speak in wolf form)
  Challenge 2 (450 XP)
  Fey Ancestry. The lythari has advantage on saving throws 
  against being charmed, and magic can't put the lythari to sleep. 
  Shapechanger. The lythari can use its action to polymorph 
  into a wolf, or back into its true form, which is humanoid. Its 
  statistics, other than its speed, are the same in each form. Any 
  equipment it, is wearing or carrying isn't transformed. It reverts 
  to its true form if it dies.
  Keen Hearing and Smell. The lythari has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Actions
  Multiattack (Hybrid Form Only). The lythari makes two bite 
  attacks.
  Bite (Wolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is 
  a humanoid, it must succeed on a DC 11 Constitution saving 
  throw or be cursed with lythari lycanthropy.
  Longsword (Humanoid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
  Longbow (Humanoid Form Only). Ranged Weapon Attack: +6 
  to hit, reach 5 ft. or range 150/600 ft., one target. Hit: 8 (1d8+4) 
  piercing damage.
  
  62
  Werebat
  Werebats are stealthy and reclusive lycantropes. Fully 
  transformed, a werebat resembles a huge vampire bat. In 
  hybrid form, it has leathery wings under its arms, a snout-
  like nose and large, prolonged fangs and yellow elongated 
  nails. Some werebats use their fearsome appearance to 
  terrify the members of isolated villages and settlements, 
  but most of them avoid civilisation if possible. Werebats 
  live in caves or forests, sometimes as the leaders of a 
  swarm of common bats. They look down on humanoids 
  and see them as prey, but are less cruel than other evil 
  lycanthropes.
  Werebat
  Medium humanoid (human, shapechanger), neutral evil
  Armour Class 14
  Hit Points 44 (8d8+8)
  Speed 30 ft. (10 ft. in bat form), fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  18 (+4)
  12 (+1)
  10 (+0)
  12 (+1)
  9 (-1)
  Skills Perception +3, Stealth +6
  Damage Immunities bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons that aren't silvered
  Senses blindsight 60 ft., passive Perception 13
  Languages Common (can't speak in bat form)
  Challenge 3 (700 XP)
  Echolocation. The werebat can't use its blindsight while deaf-
  ened.
  Keen Hearing. The werebat has advantage on Wisdom (Percep-
  tion) checks that rely on hearing.
  Shapechanger. The werebat can use its action to polymorph into 
  a bat-humanoid hybrid or into a bat, or back into its true form, 
  which is humanoid. Its statistics, other than its speed, are the 
  same in each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The werebat 
  makes two attacks, only one of which can be its claw.
  Bite (Bat and Hybrid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the 
  target is a humanoid, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with werebat lycanthropy.
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 11 (2d6+4) piercing damage.
  Rapier (Humanoid Form Only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 6 (1d8+4) piercing damage.
  Werecrocodile
  In their human form, werecrocodiles are thin an tall, with 
  sharp features and often a noticeable overbite. In their 
  crocodile form, werecrocodiles are huge monstrosities 
  with massive jaws. Werecrocodiles can communicate with 
  crocodiles and similar creatures. They reside in family 
  groups in swamps and other areas where common croc-
  odiles live. Werecrocodile families are led by its strongest 
  members. They despise wererats and devour them on 
  sight.
  Children of Sebek. Werecrocodiles are followers of 
  Sebek, the evil Lord of Crocodiles and their original cre-
  ator. They rarely spread their curse; most werecrocodiles 
  are born as a lycanthrope. Occasionally, a werecrocodile 
  becomes a cleric of Sebek and will either lead a larger 
  group of werecrocodiles or a human settlement near a 
  swamp. In Faerûn, most werecrocodiles live in Mulhorand.
  Werecrocodile
  Medium humanoid (human, shapechanger), neutral evil
  Armour Class 10 in humanoid form, 15 (natural armour) in 
  crocodile form
  Hit Points 119 (14d8+56)
  Speed 30 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  18 (+4)
  10 (+0)
  11 (+0)
  12 (+1)
  Skills Stealth +3
  Damage Immunities bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons that aren't silvered
  Senses passive Perception 10
  Languages Common, Mulhorandi
  Challenge 6 (2,300 XP)
  Hold Breath. The werecrocodile can hold its breath for 30 
  minutes.
  Shapechanger. The werecrocodile can use its action to poly-
  morph into a Large crocodile, or back into its true form, which 
  is humanoid. Its statistics, other than its AC and its size, are the 
  same in each form. The werecrocodile can't polymorph if there 
  is not enough space for its crocodile form. Any equipment it is 
  wearing or carrying isn't transformed. It reverts to its true form 
  if it dies.
  Speak with Crocodiles. The werecrocodile can communicate 
  simple concepts to crocodiles, alligators and caimans while in 
  crocodile form.
  Actions
  Multiattack. The werecrocodile makes two attacks: one with its 
  bite and one with its tail, or two with its bite.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 28 (4d10+6) piercing damage. If the werecrocodile is in 
  crocodile form, the target is grappled (escape DC 16). Until this 
  grapple ends, the target is restrained, and the werecrocodile 
  can't bite another target. If the target is a humanoid, it must 
  succeed on a DC 13 Constitution saving throw or be cursed with 
  werecrocodile lycanthropy.
  Tail (Crocodile Form Only). Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target not grappled by the werecrocodile. Hit: 
  17 (2d10+6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or be knocked 
  prone.
  Greatsword (Humanoid Form Only). Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.
  
  63
  Cleric of Sebek
  Medium humanoid (human, shapechanger), neutral evil
  Armour Class 10 in humanoid form, 15 (natural armour) in 
  crocodile form
  Hit Points 144 (17d8+68)
  Speed 30 ft., swim 50 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (+0)
  18 (+4)
  14 (+2)
  17 (+3)
  15 (+2)
  Skills Stealth +3
  Saving Throws Dex +3, Int +5, Wis +6
  Damage Immunities bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons that aren't silvered.
  Senses passive Perception 10
  Languages Common, Mulhorandi
  Challenge 8 (3,900 XP)
  Hold Breath. The werecrocodile can hold its breath for 30 
  minutes.
  Innate Spellcasting. The werecrocodile's innate spellcasting abil-
  ity is Wisdom (spell save DC 14). The werecrocodile can innately 
  cast the following spell as if using a 7th-level spell slot, requiring 
  no material components:
  1/day: conjure animals (crocodiles and giant crocodiles only)
  Shapechanger. The werecrocodile can use its action to pol-
  ymorph into a crocodile, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in each 
  form. Any equipment it is wearing or carrying isn't transformed. 
  It reverts to its true form if it dies.
  Speak with Crocodiles. The werecrocodile can communicate 
  simple concepts to crocodiles, alligators and caimans while in 
  crocodile form.
  Spellcasting. The werecrocodile is an 8th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks), and it requires no components to cast spells. It 
  has the following cleric spells prepared:
  Cantrips (at will): guidance, sacred flame, thaumaturgy
  1st level (4 slots): bane, command, shield of faith
  2nd level (3 slots): hold person, lesser restoration
  3rd level (3 slots): bestow curse, dispel magic
  4th level (2 slots): death ward
  Actions
  Multiattack. The werecrocodile makes two attacks: one with its 
  bite and one with its tail, or two with its bite.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 39 (6d10+6) piercing damage. If the werecrocodile is in 
  crocodile form, the target is grappled (escape DC 16). Until this 
  grapple ends, the target is restrained, and the werecrocodile 
  can't bite another target.
  Tail (Crocodile Form Only). Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target not grappled by the werecrocodile. Hit: 
  22 (3d10+6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or be knocked 
  prone.
  Maul (Humanoid Form Only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.
  Wereshark
  In humanoid form, the wereshark is a muscular brute, 
  often hairless and scarred. When it transformed, the 
  wereshark turns into a giant shark, often a white shark. 
  Common sharks have a reputation of being killers in many 
  areas, but are ultimately just predators that hunt to eat. 
  Weresharks are different. They consider themselves the 
  rulers of the oceans and eat everything that crosses their 
  paths, and hunt creatures such as merfolk and aquatic 
  elves on purpose. Sometimes they injure creatures just to 
  attract other predators and watch them die a slow death.
  Scourge of the Sea. Weresharks fiercely territorial. 
  Even though they have little need for treasure, they often 
  claim shipwrecks or demand tribute from those that sail 
  their waters. Weresharks live alone or accompanied by 
  a school of sharks. Sahuagin sometimes form alliances 
  with weresharks, and rumour says that weresharks can be 
  found among their numbers too.
  Wereshark
  Medium humanoid (human, shapeshifter), neutral evil
  Armour Class 11 in humanoid form, 14 (natural armour) in shark 
  form
  Hit Points 123 (13d6+65)
  Speed 30 ft. (5 ft. in shark form), swim 50 ft .
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  21 (+5)
  10 (+0)
  14 (+2)
  10 (+0)
  Saving Throws Dex +4, Int +3
  Skills Perception +5
  Damage Immunities bludgeoning, piercing, and slashing dam-
  age from nonmagical weapons that aren't silvered.
  Senses blindsight 60 ft., passive Perception 15
  Languages Common, Sahuagin
  Challenge 7 (2,900 XP)
  Blood Frenzy. In shark form, the wereshark has advantage on 
  melee attack rolls against any creature that doesn't have all its 
  hit points.
  Hold Breath. While in humanoid form, the wereshark can hold 
  its breath for 1 hour.
  Shapechanger. The wereshark can use its action to polymorph 
  into a Large shark, or back into its true form, which is human-
  oid. Its statistics, other than its AC and its size, are the same 
  in each form. The wereshark can't polymorph if there is not 
  enough space for its shark form. Any equipment it is wearing or 
  carrying isn't transformed. It reverts to its true form if it dies.
  Speak with Sharks. The wereshark can communicate simple 
  concepts to sharks while in shark form.
  Water Breathing. While in shark form, the wereshark can 
  breathe only underwater.
  Actions
  Multiattack. The wereshark makes two bite attacks or two 
  attacks with its glaive.
  Bite (Shark From Only). Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 15 (2d8+6) piercing damage, or 33 (6d8+6) 
  piercing damage in shark form. If the target is a humanoid, 
  it must succeed on a DC 13 Constitution saving throw or be 
  cursed with werecrocodile lycanthropy.
  Glaive (Humanoid Form Only). Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target. Hit: 11 (1d10+6) slashing damage.
  
  64
  Magedoom
  The mage doom is an antimagical horror created by the 
  wizards of Zhentil Keep. The magedoom is humanoid in 
  shape, with a yellow or brown body that seems to be made 
  of glistering sludge. It has a face, but its eyes are blind, and 
  its hands end in two large eyeballs. The magedoom exudes 
  a distinctive odour that smell like ozone and citric acid.
  Tragic Monstrosity. The magedoom is the product of a 
  horrible and painful transformation by a secret magical 
  ritual developed the wizards of Zhentil Keep. The ritual not 
  only disposes of one of the Zhent wizard's enemies, but 
  turns it into a weapon to be used against other spellcast-
  ers. During the ritual, the transformed spellcaster loses 
  his memories and almost all of his skills and abilities. The 
  wizard who initiated the ritual gains full control over the 
  magedoom. Should this wizard be killed, the magedoom 
  will go rampart and becomes threat to everyone who cross-
  es its path. Until then, it is sent out to destroy spellcasters 
  hostile to the wizards of Zhentil Keep. Magedoom always 
  attack wizards and sorcerers first, and then go after clerics, 
  warlocks and other casters.
  Manni
  Medium humanoid, chaotic evil
  Armour Class 
  Hit Points 18 (4d8)
  Speed 20 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  10 (+0)
  7 (-2)
  13 (+1)
  9 (-1)
  Skills Perception +3
  Senses passive Perception 13
  Languages Manni
  Challenge 1/2 (100 XP)
  Actions
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 6 (2d4+2) slashing damage.
  Wing Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 2 (1d4) bludgeonig damage. f the target is a creature, it 
  must succeed on a DC 12 Strength saving throw or be knocked 
  prone.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage.
  Manni
  The manni, also know as kara or black ones, are a race of 
  anthropomorphic crows. They are a little shorter than the 
  average human, have a long beak and claw-like hands at 
  the ends of their wings. Manni haunt the bleak and deso-
  late corner of the Great Amber Steppes in flocks. They are 
  evil and perfidious creatures that mainly live on carrion, 
  but do not hesitate to slay other intelligent creatures when 
  they are hungry. In times of famine, they consume their 
  own dead.
  Wasteland Nomads. Manni have a primitive culture. 
  They live in simple, often temporary huts and use weapons 
  such as spears or clubs. Manni look down on humans and 
  other "wingless ones", but fear them at the same time. The 
  nomads of the steppe have no liking for manni and often 
  kill them on sight. Some nomad tribes decorate them-
  selves with manni feathers or sell them to traders.
  Magedoom
  Large monstrosity, lawful evil
  Armour Class 18 (natural armour)
  Hit Points 209 (22d10+88)
  Speed 50 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  18 (+4)
  10 (+0)
  15 (+2)
  8 (-1)
  Saving Throws Dex +5, Con +9, Wis +7
  Conditions Immunities blinded
  Senses blindsight 120 ft., passive Perception 12
  Languages —
  Challenge 14 (8,400 XP)
  Antimagic Sphere. The magedoom is surrounded by a 
  10-foot-radius antimagic sphere. Within this sphere, spells can't 
  be cast and summoned creatures disappear, and even magic 
  items become mundane. Spells and other magical effects, 
  except those created by an artefact or a deity, are suppressed 
  in the sphere and can't protrude into it. Spell effects and spells 
  that enter the sphere simply disappear. A slot expended to cast 
  a spell in the sphere is consumed. The magedoom's abilities are 
  not affected by it.
  Magic Discharge. When the magedoom dies, it releases raw 
  magical power. All creatures within a 120-foot-radius are affect-
  ed by a random magical effect as per Wild Magic Surge table 
  (see Player's Handbook, p. 104).
  Magic Resistance. The magedoom always succeeds on saving 
  throws against spells and other magical effects unless it deliber-
  ately chooses not to.
  Magic Weapons. The magedoom's weapon attacks are magical.
  Spell Sense. When a spell is cast within a range of 180 feet of the 
  magedoom, it becomes aware of the location of the spellcaster 
  and the spell that was cast.
  Actions
  Multiattack. The magedoom makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  Hit: 39 (6d10+6) bludgeoning damage. If the target is a spell-
  caster, it loses a spell slot for its highest remaining spell level. 
  The lost slot is regained after a long rest.
  
  65
  Mantidrake
  The mantidrake is the offspring of a manticore and an evil 
  dragon. It resembles a large manticore with scales colour-
  ed like those of its dragon parent, but darker and mixed 
  with a manticore's brown colouration. Mantidrakes have a 
  pair of dragon wings and the head of a dragon surrounded 
  by a leonine mane. Some mantidrakes have stripes. Like 
  its manticore parent, the mantidrake eyes the taste of 
  human flesh. Unlike manticores, mantidrakes never work 
  together, though they can be found in the service of another 
  powerful beings such as a dragon, a warlord or a sorcerer.
  Mara
  The mara is an evil spirit that inhabits a powerful stone 
  body. Mara roam cold regions at night, slaying all creatures 
  that cross their part. They are never seen during the day, as 
  the light of the sun drives the mara from its stone body and 
  exiles it to another plane of existence. Those who travel the 
  wilderness sometimes find the body of a mara that did not 
  hide in the underground or a cave in time, now abandoned 
  and forever motionless.
  Demonic Servants. Mara can have many different forms, 
  but most of them resemble hulking humanoids with large 
  fists, glowing red eyes and a beak. They communicate 
  among themselves with bird-like shrieks and cries and are 
  apparently susceptible for telepathic commands. A mara's 
  only desire is that to kill and destroy. Mara are sometimes 
  found in the service of powerful fiends and used to kill or 
  abduct other creatures.
  Red Mantidrake
  Huge monstrosity, neutral evil
  Armour Class 15 (natural armour)
  Hit Points 105 (10d12+48)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  19 (+4)
  7 (-2)
  13 (+1)
  10 (+0)
  Skills Perception +4
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic
  Challenge 6 (2,300 XP)
  Tail Spike Regrowth. The mantidrake has twenty-four tail spikes. 
  Used spikes regrow when the mantidrake finishes a long rest.
  Actions
  Multiattack. The mantidrake makes three attacks: one with its 
  bite and two with its claws or three with its tail spikes. When its 
  fire breath is available, it can use the breath in place of its bite 
  or horns.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 13 (2d8+4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
  Hit: 8 (1d8+4) slashing damage.
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., 
  one target. Hit: 13 (2d8+4) piercing damage.
  Fire Breath (Recharge 5-6). The mantidrake exhales fire in a 
  30-foot cone. Each creature in that area must make a DC 16 
  Dexterity saving throw, taking 18 (4d8) fire damage on a failed 
  save, or half as much damage on a successful one.
  Other Mantidrakes
  The mantidrake described above is a red one, the offspring 
  of a red dragon and a manticore. To create mantidrakes of 
  other types, change the mantidrake's breath weapon and 
  the energy type it resists according to the table below.
  Mantidrake Types
  Colour
  Energy Type
  Breath Weapon
  Black
  Acid
  30'/5' line
  Blue
  Lightning
  30'/5' line
  Brown
  Acid
  30'/5' line
  Green
  Poison
  30' cone
  Red
  Fire
  30' cone
  White
  Cold
  30' cone
  Yellow
  Fire
  30' cone
  Mara
  Large fey, chaotic evil
  Armour Class 18 (natural armour)
  Hit Points 161 (14d10+84)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  23 (+6)
  5 (-3)
  10 (+0)
  4 (-3)
  Damage Immunities poison
  Conditions Immunities charmed, exhaustion, frightened, para-
  lysed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Mara
  Challenge 8 (3,900 XP)
  Light Aversion. If the mara takes radiant damage, it has disad-
  vantage on attack rolls and ability checks until the end of its next 
  turn. If it is exposed to direct sunlight, the mara is destroyed 
  and its stone body becomes motionless. Magically generated 
  sunlight does not affect the mara.
  Immutable Form. The mare is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The mara has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The mara's weapon attacks are magical.
  Actions
  Multiattack. The mare makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
  Hit: 28 (4d10+6) bludgeoning damage.
  
  66
  The meazel is a humanoid primarily found in the Underd-
  ark. It is slightly smaller than a human and has black waxy 
  hair and grey to green skin. Most meazels have a non-
  contagious skin disease that results in bright red patches 
  all over their body. These patches give the meazel a 
  leprous appearance, but do not impact its physical 
  or mental well-being much.
  Diseased Loners. Meazels are always 
  solitary, unless a greater threat or the urge 
  to mate forces them to join with others of 
  their kind. The meazel preys on all other 
  subterranean creatures it can overcome 
  and often uses traps and ambushes to 
  get the advantage. While this is far 
  from unique, all other Underdark 
  dwellers loathe meazels and tend 
  to kill them on sight if possible. 
  Outside the Underdark, meazels 
  can be found in the swamps of 
  Cormyr and the sewers of cities 
  like Westgate. Rumour says that 
  these meazels band together 
  more often than usual and 
  even form a guild or cult.
  Meazel
  Medium humanoid, chaotic evil
  Armour Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  11 (+0)
  6 (-2)
  11 (+0)
  7 (-2)
  Skills Stealth +4
  Senses darkvision 120 ft., passive Perception 10
  Languages Undercommon
  Challenge 1 (200 XP)
  Surprise Attack. If the meazel surprises a creature and hits it 
  with an attack during the first round of combat, the target takes 
  an extra 5 (2d4) damage from the attack.
  Actions
  Multiattack. The meazel makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6+2) slashing damage, and the target must make a DC 12 
  Constitution saving throw or be poisoned for 1 minute. The poi-
  soned target can repeat the saving throw on each of its turns, 
  ending the effect on itself on a success.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage.
  
  67
  Myrlochar
  Myrlochar are arachnoid beings created by Lolth. They 
  strongly resemble skeletal spiders, with a glowing bones, 
  a hairy main body and eight legs that end in sharp, bony 
  stingers. Despite their fragile appearance, myrlochar are 
  powerful creatures. They live to kill and relentless hunt all 
  other creatures. In packs, myrlochar even dare to attack 
  powerful creatures such as dragons.
  Assassins of the Spider Queen. All myrlochar have been 
  created by Lolth. The Spider Queen allows her clerics to 
  summon myrlochar for specific tasks. A myrlochar will 
  fulfil this task and then start to roam free, killing everyone 
  who is not an open worshipper of Lolth. These killing 
  sprees only end when the myrlochar is destroyed by a 
  more powerful creature. Occasionally, Lolth herself sends 
  a myrlochar after a priestess that has fallen out of favour.
  Myrlochar
  Medium monstrosity, chaotic evil
  Armour Class 15 (natural armour)
  Hit Points 88 (16d8+16)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  17 (+3)
  12 (+1)
  12 (+1)
  13 (+1)
  11 (+0)
  Damage Immunities poison
  Conditions Immunities charmed, paralysed, poisoned
  Skills Perception +4, Stealth +6
  Senses darkvision 120 ft., passive Perception 14
  Languages understands Elvish but can't speak
  Challenge 5 (1,800 XP)
  Silent Spider. The myrlochar does not make any noise while it 
  moves unless it deliberately does so.
  Spider Climb. The myrlochar can climb difficult surfaces, includ-
  ing upside down on ceilings, without needing to make an ability 
  check.
  Web Walker. The myrlochar ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The myrlochar makes three attacks: two with its 
  stinger and one with its bite.
  Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 12 (2d8+3) piercing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 12 (2d8+3) piercing damage, and the target has to make a 
  DC 14 Wisdom saving throw. On a failure with an odd die roll, 
  the target is paralysed 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. On a failure with an even die roll, gravity is 
  reversed for the target for 1 minute. The target falls upward and 
  reach the top of the area they are in. It can make a DC 14 Dexter-
  ity saving throw to grab onto a fixed object it can reach, thus 
  avoiding the fall. If some solid object (such as a ceiling) is en-
  countered in this fall, the target strikes it just as it would during 
  a normal downward fall. If the target reaches the top of the area 
  without striking anything, it remains there, oscillating slightly, 
  for the duration. The target must repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success.
  Naga, Dark
  The naga are a race of sapient serpents that wield magical 
  powers. Naga have a variety of different habitants, align-
  ments and agendas. Like other nagas, the dark naga is a 
  serpentine creature with a human-like face. Dark nagas 
  have smooth, blue or black scales that are hardly visible 
  and give them the appearance of a giant eel. Dark nagas 
  are egoistic and greedy, but are willing to cooperate with 
  other evil creature when it serves their own interests. Dark 
  nagas are known to work together with the Zhentarim and 
  sometimes lead bands of orcs or serve as mentors.
  Ancient Serpents. Dark nagas worship the Sess'innek, 
  a demon lord, unlike most other nagas, who worship 
  Shekinester, creator goddess of the nagas. Despite their 
  close relations to other types of nagas, dark nagas have a 
  different origin and were apparently created by the same 
  ancient race that made the yuan-ti.
  Dark Naga
  Large monstrosity, lawful evil
  Armour Class 15 (natural armour)
  Hit Points 75 (10d10+20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  17 (+3)
  12 (+1)
  12 (+1)
  13 (+1)
  11 (+0)
  Saving Throws Con +5, Wis +5, Cha +6
  Damage Immunities acid, poison
  Conditions Immunities charmed, poisoned
  Senses darkvision 60 ft.,passive Perception 
  Languages Common, Infernal
  Challenge 6 (2,300 XP)
  Mind Reader. The naga is aware of the surface thoughts of 
  creatures within a 30-foot-range. Creatures within an Intelli-
  gence of 3 or lower or creature that don't speak any language 
  are unaffected.
  Mind Shield. The naga's thoughts can't be read by magical or 
  mundane means.
  Spellcasting. The naga is a 6th-level spellcaster. Its spellcast-
  ing ability is Intelligence (spell save DC 14, +6 to hit with spell 
  attacks), and it needs only verbal components to cast its spells. 
  It has the following wizard spells prepared:
  Cantrips (at will): dancing lights, mage hand, ray of frost
  1st level (4 slots): chromatic orb, detect magic, grease
  2nd level (3 slots): invisibility, suggestion
  3rd level (3 slots): fireball
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
  Hit: 15 (2d10+4) piercing damage.
  Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one crea-
  ture.
  Hit: 10 (2d11+4) piercing damage, and the target must make a 
  DC 14 Constitution saving throw, taking 11 (2d10) poison dam-
  age on a failed save, or half as much damage on a successful 
  one.
  
  68
  Neo-Orog
  Neo-orogs are magical hybrids of ordinary orcs, ogres, 
  orogs and other creatures. They look much like orcs, but 
  are taller and leaner. There is a number of different neo-
  orog breeds, with red and black neo-orogs being the most 
  common ones. Neo-orogs are highly organised and live a 
  life of military discipline. Those who break free from their 
  masters often join armies or bands of mercenaries.
  Servants of Thay. Neo-orogs were created by the Red 
  Wizard of Thay and are most common in the Thay region. 
  They are trained from birth on and obey their wizard mas-
  ters without question. The Red Wizards originally intended 
  to breed entire armies of neo-orogs. Due to the  neo-orog's 
  slow reproduction rate, they never raises more than a few 
  companies. Some neo-orogs ended up as officers of orcs 
  and other evil humanoids.
  Black and Red. Red neo-orogs are elite soldiers. They 
  have dark, mottled red skin and yellow eyes. Red neo-orogs 
  are ruthless and violent, a trait only contained by their 
  military discipline. The thinner and slightly shorter black 
  neo-orogs, on the other hand, were bred as scouts, spies 
  and infiltrators. They have dark green to black skin and 
  completely black eyes.
  Red Neo-Orog
  Medium humanoid (orc), lawful evil
  Armour Class 14 (chain shirt)
  Hit Points 22 (3d8+9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  16 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Orc
  Challenge 1 (200 XP)
  Bodyguard. When defending a Red Wizard, the neo-orog has 
  advantage on attack rolls.
  Actions
  Multiattack. The neo-orog makes two attacks with its long-
  sword.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target.
  Hit: 7 (1d8+3) slashing damage.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8+1) piercing damage.
  War Cry (1/Day). The neo-orog utters a war cry. All orcs that can 
  hear it deal one additional die of damage when they hit with a 
  melee weapon until the beginning of the neo-orog's next turn. 
  Until then, they also have advantage on saving throws against 
  being charmed or frightened. The bonus is not cumulative with 
  the war cries of other neo-orogs. A creature can't receive this 
  bonus again from any neo-orog until it finishes a long rest.
  Black Neo-Orog
  Medium humanoid (orc), lawful evil
  Armour Class 15 (studded leather)
  Hit Points 22 (3d8+9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  16 (+3)
  10 (+0)
  15 (+2)
  10 (+0)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Orc
  Challenge 1 (200 XP)
  Bodyguard. When defending a Red Wizard, the neo-orog has 
  advantage on attack rolls.
  Master of Camouflage. While in the wilderness, the neo-orog 
  can take the Hide action as a bonus action.
  Actions
  Multiattack. The neo-orog makes two attacks with its long-
  sword.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target.
  Hit: 6 (1d6+3) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6+3) piercing damage.
  Neshezu
  The neshezu resemble large hairy orang-utans with gobli-
  noid or orcish features. They are shorter than a human, but 
  physically powerful and excellent climbers. Neshezu are 
  almost exclusively found in dark, shadowy forests where 
  they swing from branch to branch and make their homes 
  in treetop villages. Neshezu are as cunning as they are 
  evil and are likely to ambush whoever trespasses on their 
  territory.
  Neshezu
  Medium humanoid, chaotic evil
  Armour Class 13
  Hit Points 19 (3d8+6)
  Speed 30 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  10 (+0)
  11 (+0)
  9 (-1)
  Skills Acrobatics +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Goblin, Orc
  Challenge 1/2 (100 XP)
  Actions
  Multiattack. The neshezu makes two attacks with its cutlass.
  Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 7 (1d8+3) slashing damage.
  Flintlock Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., 
  one target. Hit: 8 (1d10+3) piercing damage.
  
  69
  Nereid
  The nereid is a fey creature from the Elemental Plane of 
  Water. Nereids resemble females tritons and are distantly 
  related to them. They never left their home plane perma-
  nently, but often come to the Material Plane to explore its 
  oceans and sometimes stay for years.
  Death Kiss. Nereids can be selfish creatures and some 
  of them are outright malicious, using their magical touch 
  to drown sailors they seduce. In the Realms, nereids can 
  be found in the underwater city of Ascale. Some also live in 
  Lake Ashane in Rashemen.
  Nereid
  Medium fey, chaotic neutral (75%) or chaotic evil (25%)
  Armour Class 13
  Hit Points 44 (8d8+8)
  Speed 30 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  12 (+1)
  13 (+1)
  12 (+1)
  16 (+3)
  Skills Perception +3, Persuasion +5, Stealth +5
  Senses darkvision 120 ft., passive Perception 13
  Languages Aquan, Common
  Challenge 2 (450 XP)
  Amphibious. The nereid can breathe air and water.
  Aquatic Camouflage. When in water, the nereid's skin turns 
  translucent and the nereid has advantage on Dexterity (Stealth) 
  checks.
  Magic Resistance. The nereid has advantage on saving throws 
  against spells and other magical effects.
  Nereid Shawl. The nereid's essence is bound to a delicate 
  shawl as white as sea foam. If the shawl is destroyed, the nereid 
  begins to fade and dies within 1 hour.
  Actions
  Drowning Kiss. The nereid touches a creature it can see within 
  a range of 5 feet. If the creature is a create that breathes air, it 
  must succeed on a DC 14 Constitution saving throw. On a failed 
  save, its lungs begin to fill with water. The creature must repeat 
  the saving throw at the end of its next turn. On a success, the 
  effect ends. On a failure, the creature drops to 0 hit points.
  Spit Venom. The nereid spits saliva at a creature it can see 
  within a range of 10 feet. The targeted creature must succeed 
  on a DC 14 Dexterity saving throw or be blinded 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.
  Nightshade
  Nightshades, also called wood woses, resemble wild 
  dwarves with dark brown skin, white hair bronze-coloured 
  eyes. Known to few, nightshades are elemental spirits of 
  poisonous plants such as mistletoe, hemlock, foxglove, and 
  belladonna. They live in dark, unhallowed forest and caves. 
  All clothes nightshades wear are made of leaves, vines 
  and branches. Nightshade warriors usually carry bronze 
  swords and spears.
  Venomous Midgets. Nightshades have developed a spe-
  cial poison they use to coat their swords. This poison slows 
  a creature's agility and reflexes, and humanoid killed by it 
  will raise as a nightshade after the next full moon. It is un-
  clear whether this is the only method by which nightshades 
  reproduce or just a side effect of their poison. Occasionally, 
  prisoners are transformed with his poison too.
  Poisonous Queen. The nightshades of Daggerdale are 
  led by a high queen, usually the oldest and most powerful 
  female among them. Nightshade rulers retain an iron grip 
  on their subjects and demand disciple and absolute obe-
  dience. Nightshades are secretive, almost paranoid, about 
  the location of their dwellings. During the winter, night-
  shades become sluggish and eventually begin to hibernate. 
  During this time, their secrecy is their only protection from 
  their enemies, mainly treants, druids, and rangers. Night-
  shades are on good terms with korred, needlemen and evil 
  myconids
  Nightshade
  Small elemental, neutral evil
  Armour Class 12 (natural armour)
  Hit Points 10 (3d6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  11 (+0)
  13 (+1)
  10 (+0)
  12 (+1)
  8 (-1)
  Damage Immunities poison; bludgeoning, piercing, and slash-
  ing from wooden weapons
  Conditions Immunities poisoned
  Senses passive Perception 11
  Languages Nightshade, Sylvan
  Challenge 1/4 (50 XP)
  Speak with Plants. The nightshade can communicate with 
  plants as if they shared a language.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6+1) piercing damage, and the target's Dex-
  terity score is reduced by 1d4. The target dies if this reduces its 
  Dexterity to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest. If a humanoid dies from this attack, 
  its corpse turns into a new nightshade following the next full 
  moon.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage.
  Plant Step (1/Day). Using its movement, the nightshade enters 
  a Medium or larger plant and immediately emerges from anoth-
  er Medium or larger plant within a range of 60 feet.
  .
  
  70
  Nishruu
  Nishruu
  Large aberration, chaotic neutral
  Armour Class 10
  Hit Points 60 (8d10+16)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  10 (+0)
  14 (+2)
  13 (+1)
  14 (+2)
  6 (-2)
  Damage Immunities poison
  Damage Resistances cold, fire
  Conditions Immunities charmed, grappled, paralysed, petrified, 
  poisoned, prone, restrained
  Senses truesight 30 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Ephemeral. The nishruu can't wear or carry anything.
  Gaseous Form. The nishruu can enter a creature's space and 
  stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Magic Absorption. The nishruu absorbs any magic that it comes 
  into contact with. When the nishruu comes into contact with a 
  spell, the spell is absorbed and has no effect. If the nishruu was 
  subject to damage caused by a spell, it regains a number of hit 
  points equal to the damage the spell would have dealt instead. 
  The only exception are spells that deal cold or fire damage. The 
  nishruu takes half damage from these spells. Spell that do not 
  deal damage are absorbed and the nishruu regains a number of 
  hit points equal to the spell's level.
  A magic item with charges loses 1d4 charges at the beginning 
  of each turn it is in contact with the nishruu. Magic items with-
  out charges become mundane as long as they are exposed to 
  the nishruu and regain their capabilities 1d4 turns after they are 
  no longer exposed to it. Artefacts and magic items created by 
  deities do not function while exposed to the nishruu and regain 
  their functionality 1 turn after being no longer exposed to it.
  A spellcaster that starts its turn in the nishruu loses a random 
  spell slot. The spell slot is regained after a long rest. The caster 
  must also succeed on a DC 13 Constitution saving throw. On a 
  failed save, the creature fall unconscious. A creature can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Magic Discharge. When a nishruu is destroyed, its body dissi-
  pates and sinks into the ground. All magic items with charges 
  within a 30-foot-radius around the nishruu gain 1d6 charges. 
  Magic Sense. The nishruu is aware of all magic items, enchant-
  ments, and spellcasters within a 240-feet-radius.
  The nishruu is an alien being that appears like an amor-
  phous cloud of red and purple mist. It is amorphous and 
  has no visible features. The nishruu is known as the eater 
  of magic and feared for its ability to absorb magical spells 
  and turn those who can cast them into mindless shelves of 
  their former selves. Nishruu are gaseous and even breath-
  able, and have no harmful effect on those who do not use 
  magic. Nobody knows where the nishruu originates from, 
  but it is generally assumed that it is not native to the Mate-
  rial Plane.
  Silent Invaders. Nishruu barely interact with their envi-
  ronment and the sole purpose of their existence seems to 
  be to consume as much magic as possible. In the Realms, 
  nishruu were first sighted on the Moonshae Isles and have 
  spread into other areas since. The Red Wizards of Thay 
  despise them more than anybody else, for more than one 
  of their magical workshops has been runied by a nishruu. 
  A subspecies of the nishruu, the hakeashar, can be found 
  Old Empires of Mulhorand, Unther, and Chessenta. It 
  resembles a bright red sphere of gas. Within this sphere, 
  hundreds of grasping claws, probing eyes and fang-filled 
  mouths can be seen.
  Hakeashar
  Large aberration, chaotic neutral
  Armour Class 13
  Hit Points 93 (11d10+33)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  17 (+3)
  16 (+3)
  15 (+2)
  14 (+2)
  6 (-2)
  Damage Immunities poison
  Damage Resistances cold, fire
  Conditions Immunities charmed, grappled, paralysed, petrified, 
  poisoned, prone, restrained
  Senses truesight 60 ft., passive Perception 12
  Languages —
  Challenge 4 (1,100 XP)
  Ephemeral. The hakeashar can't wear or carry anything.
  Gaseous Form. The hakeashar can enter a creature's space and 
  stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Magic Absorption. The hakeashar absorbs any magic that it 
  comes into contact with. When the hakeashar comes into con-
  tact with a spell, the spell is absorbed and has no effect. If the 
  hakeashar was subject to damage caused by a spell, it regains a 
  number of hit points equal to the damage the spell would have 
  dealt instead. The only exception are spells that deal cold or fire 
  damage. The hakeashar takes half damage from these spells. 
  Spell that do not deal damage are absorbed and the hakeashar 
  regains a number of hit points equal to the spell's level.
  A magic item with charges loses 1d4 charges at the beginning 
  of each turn it is in contact with the hakeashar. Magic items 
  without charges become mundane as long as they are exposed 
  to the hakeashar and regain their capabilities 1d4 turns after 
  they are no longer exposed to it. Artefacts and magic items 
  created by deities do not function while exposed to the hak-
  eashar and regain their functionality 1 turn after being no longer 
  exposed to it.
  A spellcaster that starts its turn in the hakeashar loses a 
  random spell slot. The spell slot is regained after a long rest. 
  The caster must also succeed on a DC 15 Constitution saving 
  throw. On a failed save, the creature's Intelligence and Charisma 
  scores become 1. The creature can't cast spells, activate magic 
  items, understand language, or communicate in any intelligible 
  way. The creature can, however, identify its friends, follow them, 
  and even protect them.
  Magic Discharge. When a hakeashar is destroyed, its body dis-
  sipates and sinks into the ground. All magic items with charges 
  within a 30-foot-radius around the hakeashar gain 2d6 charges. 
  Magic Sense. The hakeashar is aware of all magic items, en-
  chantments, and spellcasters within a 480-feet-radius.
  
  71
  Norker
  Norkers are more primitive relatives of hobgoblins. They 
  are hairless, have long fangs and grey skin. This skin is 
  incredibly though; as a result, norkers never wear armour. 
  They prefer to use large blunt weapons in combat, and 
  also attack with their nasty fangs. Norkers are led by the 
  strongest individual in their group. Norker leaders are 
  overthrown when they shown signs of weakness or get old. 
  This results in temporary chaos, making the norkers even 
  more disorganised than they already are. Norkers are a bel-
  ligerent races and, though they avoid full-blown conflicts, 
  always wage guerilla warfare against their neighbours.
  Lazy Backstabbers. Norkers are an unproductive race. 
  They rarely manufacture anything they need and prefer 
  to take it from other races instead. Most norkers live in 
  caves, and those who live in villages on the surface have 
  taken them from other races. Norkers form alliances with 
  stronger races, but always look for a way to betray them 
  for their own benefit. Hobgoblins are respected and feared 
  by norkers, and charismatic hobgoblin leaders sometimes 
  manage to bring a bunch of norkers under their control 
  and teach them some discipline. The norkers that live in 
  the Forest of Tethir are known to worship Maglubiyet, chief 
  deity of goblinoids.
  Norker
  Small humanoid (goblinoid), chaotic evil
  Armour Class 16 (natural armour)
  Hit Points 19 (3d8+6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  15 (+2)
  10 (+0)
  11 (+0)
  8 (-1)
  Senses darkvision 60 ft., passive Perception 
  Languages Goblin, Orc
  Challenge 1/2 (100 XP)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target.
  Hit: 4 (1d4+2) piecing damage.
  Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target.
  Hit: 6 (1d8+2) bludgeoning damage.
  
  72
  Nyth
  The nyth, often mistaken for a will-o'-wisp, is a predator 
  that haunts the northern forests of Faerûn. It appears as 
  a glowing sphere of red, orange or green light. Nyth float 
  silently, but can speak the common tongue. Among them-
  selves, they communicate with a sign language of flicker-
  ing lights similar to that of firestars. The barbarian of the 
  North refer to nyth as "wildfires" and consider them to be 
  evil spirits.
  Points of Light. Unlike firestars, nyth are as active dur-
  ing the day to hunt birds and small mammals. They often 
  attack with the sun behind them, making them hard to spot 
  before it's too late. Small prey is killed with a bite; against 
  larger enemies, the nyth uses magical projectiles. The nyth 
  itself is immune to attacks like this and even has the ability 
  to reflect certain spells back at the caster.
  Nyth
  Small aberration, lawful evil
  Armour Class 16
  Hit Points 49 (14d6)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  22 (+6)
  11 (+0)
  15 (+2)
  12 (+1)
  11 (+0)
  Damage Immunities fire, lightning
  Conditions Immunities charmed, grappled, paralysed, poisoned, 
  prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Nyth
  Challenge 4 (1,100 XP)
  Fire and Lightning Absorption. Whenever the nyth is subjected 
  to fire or lightning damage, it takes no damage and instead 
  regains a number of hit points equal to the fire or lightning 
  damage dealt.
  Spell Protection. The nyth does not take damage from spells 
  that target it directly. If the nyth is targeted by a magic missile, 
  the projectile is directed back at the caster.
  Variable Illumination. The nyth can control its illumination 
  level. When the nyth reduces its brightness to total darkness, it 
  is not visible in dim or darker lighting conditions.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one target.
  Hit: 10 (3d6) piercing damage.
  Magic Dart (Recharge 4-6). The nyth releases two magical darts. 
  The darts hit one or two creatures the nyth can see within a 
  range of 120 feet and deal 18 (4d6+4) force damage each.
  Ogre
  Ogres are an evil race related to the giants. They are tall 
  and physically powerful humanoids, but not blessed with 
  many mental capabilities. Ogres and ogre subraces are 
  common in the Realms.
  Nordic Ogres .The ogres of the Ice Spire are taller, thin-
  ner and generally more dangerous than the common ogres 
  found elsewhere in Faerûn. Ice Spire ogres have brown to 
  yellow skin, black or grey hair and purple eyes. All of them 
  smell like rotten flesh. Ice Spire ogres are well-adapted to 
  the cold environment they live in and quite stealthy consid-
  ering their size.
  Vaprak's Ogres. Many Ice Spire ogres live in a large 
  tunnel complex high up in the mountains. This complex is 
  well-fortified and the different caves connected via ladders 
  and stairs. The ogres in these caves worship Vaprak the 
  Destroyer, patron deity of the ogres. They are militaristic 
  and fond of combat. From time to time, bands of these 
  ogres leave the mountains to plunder and maraud, even if 
  they do not require anything of what they steal.
  Blood Dancers. Another tribe of Ice Spire ogres lives 
  in an icy chasm known as the Dour Fissure. These ogres 
  are under the influence of the demon lord Baphomet. The 
  Dour Fissure ogres sometimes go into a frenzy known as 
  the Blood Dance. While frenzied, the ogres attack anyone 
  who isn't one of their own and never stop fighting until they 
  or their opponents have been killed. Nobody, not even the 
  ogres themselves, can predict then the Blood Dance starts.
  Tragic Monstrosities. The Dour Fissure ogres pay a 
  heavy price of their relationship with Baphomet. They do 
  little else than fight, eat, and sleep. The rest of their time 
  is spent in a lethargic state. At Baphomet's biding, they 
  occasionally enter a trance and begin to carve hideous 
  and disturbing shapes and forms into the rock outside the 
  chasm to scare away intruders.
  Ice Spire Ogre
  Large giant, chaotic evil
  Armour Class 12 (hide armour)
  Hit Points 68 (8d10+24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  16 (+3)
  10 (+0)
  11 (+0)
  7 (-2)
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Giant
  Challenge 2 (450 XP)
  Snow Stealth. The ogre has advantage on Dexterity (Stealth) 
  checks while in its natural environment
  Actions
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 18 (2d12+5) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 12 (2d6+5) piercing damage.
  
  73
  Ice Spire Ogre Chieftain
  Large giant, chaotic evil
  Armour Class 16 (scale mail)
  Hit Points 104 (11d10+44)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  18 (+4)
  12 (+1)
  11 (+0)
  13 (+1)
  Saving Throws Dex +6, Int +5, Wis +4
  Skills Intimidation +4, Perception +3
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Giant
  Challenge 5 (1,800 XP)
  Snow Stealth. The ogre has advantage on Dexterity (Stealth) 
  checks while in its natural environment
  Actions
  Multiattack. The ogre makes two attacks with its 
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 20 (4d6+6) slashing damage.
  Variant: Ice Spire Ogre Blood Dancer
  Baphomet's ogres can enter a frenzy known as the Blood 
  Dance. A Blood Dancer has a challenge rating of 3 (700 XP) 
  and the following additional trait:
  Blood Dance. The ogre has advantage on melee weapon 
  attack rolls. It can't become charmed, frightened, or 
  exhausted.
  Ice Spire Ogre Cabalist
  Large giant, chaotic evil
  Armour Class 13 (hide armour)
  Hit Points 68 (8d10+24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  17 (+3)
  12 (+1)
  16 (+3)
  10 (+0)
  Damage Resistances cold
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Giant
  Challenge 3 (450 XP)
  Snow Stealth. The ogre has advantage on Dexterity (Stealth) 
  checks while in its natural environment
  Spellcasting. The ogre is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The ogre has the following cleric spells prepared:
  Cantrips (at will): light, scared flame, thaumaturgy
  1st Level (4 slots): bane, guiding bolt
  2nd Level (3 slots): hold person, prayer of healing
  3rd Level (2 slots): bestow curse
  Actions
  Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+4) bludgeoning damage pus 7 (2d6) cold 
  damage.
  Ondonti
  Ondonti live north of The Ride, in a secluded part of the 
  Tortured Lands. They are closely related to common orcs 
  and superficially, the two races are almost indistinguish-
  able. With regard to society and their way of life, the two 
  could hardly be any more different. Ondonti live as peace-
  ful farmers and gatherers, taking only what they need to 
  survive from the land.
  Rural Pacifists. Ondonti worship Eldath, Mother 
  Guardian of Groves, and follow a philosophy of peace and 
  harmony. Some scholars suspect that the very first ondonti 
  were in fact orcish infants found by clerics of Eldath and 
  raised with her teachings. These teaching are embedded in 
  a cycle of tales called the Way of Peace.
  Slaves of the Zhents. The ondonti lived peaceful lives 
  until they were discovered by a scouting party from Zhentil 
  Keep. Not prepared for any from of war and rejecting 
  violence and bloodsheed, the ondonti were quickly over-
  whelmed by Zhent forces. All ondondti with the exception 
  of an isolated tribe were enslaved. The ondonti are not suit-
  ed for the battlefield, but their pacifist attitude and great 
  physical strength makes them ideal for lightly supervised 
  manual labour. Some ondonti have been raised among 
  orcs and been trained as assassins, but even these ondonti 
  aren't as ruthless and brutal as their orc cousins.
  Ondonti
  Medium humanoid (orc), lawful good
  Armour Class 11 (16 with barkskin)
  Hit Points 13 (2d8+4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  15 (+2)
  10 (+0)
  14 (+2)
  10 (+0)
  Conditions Immunities charmed
  Senses darkvision 60 ft., passive Perception 
  Languages Common, Orc
  Challenge 1/4 (50 XP)
  Innate Spellcasting. The ondonti's innate spellcasting ability is 
  Wisdom (spell save DC 10). The ondonti can innately cast the 
  following spells, requiring no material components:
  3/day each: purify food and drink, sanctuary (self only)
  1/day: barkskin
  Actions
  Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 5 (1d4+3) slashing damage.
  Variant: Ondonti Soldier
  Some ondonti have been trained with orcs and turned 
  into soldiers. A lawful neutral ondonti solider wearing 
  leather armour and carrying a shield (AC 14), and wielding 
  a greatsword has a challenge rating of 1/2 (200 XP) and the 
  following additional action options:
  Multiattack. The ondonti makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6+3) slashing damage.
  
  74
  Phaerimm
  Phaerimm
  Large aberration, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 105 (14d10+28)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  14 (+2)
  19 (+4)
  16 (+3)
  17 (+3)
  Saving Throws Dex +4, Con +5, Wis +6, Cha +6
  Skills Arcana +7, History +7, Insight +5, Intimidation +6
  Conditions Immunities petrified
  Senses truesight 60 ft., passive Perception 13
  Languages Deep Speech, Phaerimm, Undercommon,  
  telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Magic Resistance. The phaerimm has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The phaerimm is a l0th-level spellcaster. Its spell-
  casting ability is Intelligence (save DC 15, +7 to hit with spell 
  attacks). The phaerimm doesn't require any components to cast 
  spells and has the following wizard spells prepared:
  Cantrips (at will): acid splash, dancing lights, mage hand, minor 
  illusion
  lst level (4 slots): charm person, magic missile, shield
  2nd level (3 slots): crown of madness, mirror image, misty step
  3rd level (3 slots): dispel magic, fireball, hypnotic pattern
  4th level (3 slots): confusion, ice storm, phantasmal killer
  5th level (2 slots): dominate person, mislead
  Actions
  Multiattack. The phaerimm makes four attacks: One with its 
  bite, two with its claws and one with its stinger.
  Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one target.
  Hit: 15 (3d8+2) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, range 5 ft., one target.
  Hit: 11 (2d8+2) piercing damage.
  Stinger. Melee Weapon Attack: +5 to hit, range 5 ft., one target.
  Hit: 6 (1d8+2) piercing damage, and target must succeed on a 
  DC 15 Constitution saving throw or be paralysed for 1 minute. 
  This ability has no effect on undead. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on 
  itself on a success.
  The phaerimm are an ancient race of powerful magi-
  cians. Phaerimms have a large conical body with an ovoid 
  head surrounded by four arms. No face is discernible, 
  but phaerimms have a terrifying mouth filled with sharp 
  teeth and surrounded by countless villi. Their bodies end 
  in a stinger that secrets a paralysing poison. Among each 
  other, phaerimms communicate by varying the wind speed 
  around their bodies. To speak with other creatures, they 
  use a form of telepathy.
  Ancient Mages. Phaerimm are masters of magic. They 
  live long and spend this live studying the arcane and learn-
  ing new spells. Phaerimms favour spells from the School 
  of Illusion, but are not above using something more violent 
  when the situation demands it. Phaerimms enslave other 
  creatures or bring them under their control with magic - 
  their only purpose in the eye of a phaerimm. Sometimes a 
  phaerimm lets its slave fight one another, or charms half 
  a group of travellers and forces the other half to fight their 
  companions. Phaerimms enjoy sadistic games like this, 
  and this enjoyment is the only thing that prevents them 
  from trying to exterminate all other living beings.
  Forgotten Evil. Millennia ago, the phaerimm plotted to 
  destroy all life in Faerûn. One reason for this was the Neth-
  erese Empire, a mighty nation led by wizards. Netheril 
  demanded so much magic that the magical powers in the 
  phaerimms' homeland began to wane and the phaerimm's 
  survival was at stake. Netheril's arrogance  - in which the 
  wizards even challenged the gods - ultimately led to their 
  downfall and the destruction of their empire. The pha-
  erimms took this opportunity to devastate Netheril and 
  created what is now know as the Anauroch Desert. What 
  stopped them was the intervention of another ancient race, 
  the Sharns, who defeated and imprisoned the phaerimms. 
  Some of them escaped their prisons since and live in the 
  Myth Drannor and other places.
  Pterafolk
  Pterafolk
  Large humanoid (shapechnager), neutral evil
  Armour Class 14 (natural armour)
  Hit Points 42 (5d10+15)
  Speed 30 ft. (10 ft. in pteranodon form)), fly 30 ft. (50 ft. in 
  pteranodon form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  10 (+0)
  15 (+2)
  9 (-1)
  Senses passive Perception 12
  Languages Draconic
  Challenge 2 (450 XP)
  Flyby. The pterafolk doesn't provoke an opportunity attack when 
  it flies out of an enemy's reach.
  Shapechanger. The pterafolk can use its action to polymorph 
  into a winged humanoid or into a pteranodon, or back into 
  its true form, which is humanoid. Its statistics, other than its 
  speed, are the same in each form. Any equipment it is wearing 
  or carrying isn't transformed. It reverts to its true form if it dies.
  Actions
  Multiattack. The pterafolk makes two attacks. Neither its bite 
  nor its spear can be used twice using this action.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 7 (1d6+4) slashing damage.
  Claw (Winged Humanoid or Pteranodon Form Only). Melee 
  Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 11 (2d6+4) slashing damage.
  Spear (Humanoid and Winged Humanoid From Only). Melee or 
  Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., 
  one target. Hit: 7 (1d6+4) piercing damage.
  Pterafolk are reptilian humanoids. From a distance, they 
  can be mistaken for lizardfolk, but closer observation 
  reveals that they lack a tail, are taller and leaner, and 
  resemble a humanoid pteranodon more than anything 
  else. Pterafolk have the innate ability to polymorph into a 
  
  75
  winged humanoid or a pteranodon. Fully transformed, they 
  can no longer use their claws to handle tools or weapons 
  but become fast and agile flyers.
  Airborne Raiders. Pterofolk vicious and mean-spirited 
  creatures. They care little for other races and raid settle-
  ments to take what they can't manufacture themselves. 
  During these raids, pterafolk always attack from air. 
  Pterafolk are mainly found in the jungles of Chult and the 
  enemies of both the human and goblin tribes living there.
  Quelzarn
  The quelzarn is a giant aquatic snake found in the Shin-
  ing South. Quelzarn are swift and deadly hunters, and 
  probably of magical origin. They have an eel-like appear-
  ance but a spinelike fin on their back and eyes like those 
  of humans. This has led to speculation that the quelzarn is 
  an artificial creature and possibly the result of experiments 
  done by the mages of Unther. Quelzarn have the imitate 
  ability to paralyse other creatures, and there are reports of 
  sailors that were paralysed while standing on a pier only 
  to be eaten by a quelzarn tat reared out of the water and 
  grabbed them.
  Quelzarn
  Large monstrosity, unaligned
  Armour Class 12
  Hit Points 119 (14d10+42)
  Speed 0 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  16 (+3)
  4 (-3)
  13 (+1)
  7 (-2)
  Damage Immunities lightning
  Senses darkvision 120 ft., passive Perception 
  Languages —
  Challenge 5 (1,800 XP)
  Magic Resistance. The quelzarn has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 21 (3d10+5) piercing damage. If the target is a Medium or 
  smaller creature, it must succeed on a DC 14 Dexterity saving 
  throw or be swallowed by the quelzarn. A swallowed creature 
  is blinded and restrained, it has total cover against attacks and 
  other effects outside the quelzarn, and it takes 14 (4d6) acid 
  damage at the start of each of the quelzarn's turns. If the qu-
  elzarn takes 30 damage or more on a single turn from a creature 
  inside it, the quelzarn must succeed on a DC 14 Constitution 
  saving throw at the end of that turn or regurgitate all swal-
  lowed creatures, which fall prone in a space within 10 feet of the 
  quelzarn. If the quelzarn dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by using 20 feet 
  of movement, exiting prone.
  Paralysing Gaze (Recharge 6). The quelzarn chooses a creature 
  it can see within a range of 90 feet. The target must succeed on 
  a DC 14 Wisdom saving throw or be paralysed for 1 minute. This 
  ability has no effect on undead. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success.
  Raven, Great
  Great ravens are home around the city of Ravens Bluff, 
  which is named after them. Great ravens look much like 
  common ravens but are larger, more intelligent and have 
  the ability to speak. Some say that these ravens can even 
  foretell the future. In Ravens Bluff, great ravens can be 
  found almost anywhere, as can common ravens and crows.
  Dark Curses. Great ravens are larger than their cousins, 
  but not a serious threat to most races. However, killing a 
  great raven can have terrible consequences: A slain raven 
  can utter a curse that affects its killer. When the raven is 
  silenced just before it meets its demise, the curse will be 
  spoken out by a haunting disembodied voice. Magic can 
  silence this voice, but will not prevent the curse from being 
  bestowed on the killer.
  Mysterious Companions. From time to time, a great 
  raven gains interest in a humanoid, most likely a traveller. 
  When this happens, the raven will follow and  observe the 
  person for several days. Sometimes a raven can be chased 
  away, sometimes with will only intensify its curiosity. Curi-
  ous ravens are likely to remain with the person for a couple 
  of weeks.
  Great Raven
  Tiny beast, neutral (75%), or neutral evil (25%)
  Armour Class 13
  Hit Points 5 (2d4)
  Speed 10 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  16 (+3)
  10 (+0)
  13 (+1)
  14 (+2)
  11 (+0)
  Skills Insight +4, Perception +4
  Senses passive Perception 
  Languages Common
  Challenge 1/8 (25 XP)
  Magic Resistance. The raven has advantage on saving throws 
  against spells and other magical effects.
  Mimicry. The raven can mimic simple sounds it has heard, such 
  as a person whispering, a baby crying, or an animal chittering. A 
  creature that hears the sounds can tell they are imitations with a 
  successful DC 12 Wisdom (Insight) check.
  Raven's Curse. When the raven is killed, it curses the creature 
  that killed it. The raven being unable to speak when it dies does 
  not prevent the curse. The curse lasts for 2d20 days. After this 
  period, the target is permitted a DC 15 Charisma saving throw 
  per day to shack off the curse. Remove curse cannot lift this 
  curse. The DM decides what kind of curse the raven utters. Pos-
  sible curses include:
   •   Disadvantage on ability checks and saving throws for one 
  ability score.
   •   Disadvantage on attacks with melee or ranged weapons.
   •   When the target deals damage to another creature, it takes 
  1d4 psychic damage.
  Actions
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 2 (1d4) piercing damage.
  
  76
  Reverend One
  Reverend ones are mysterious elven creatures that some-
  times appear on the battlefield to aid elves in a fight. Who 
  exactly the reverend ones are is debated. Some say that 
  they are the spirits of elven warriors that chose to remain 
  in the world of the living and defend their eleven brethren. 
  Other claim that the reverend ones have been created by 
  the Seldarine to protect elven communities. Virtually noth-
  ing is known about the society of the reverend ones, if one 
  even exists.
  Mysterious Warriors. Reverend ones almost always ap-
  pear in groups. They wear plate armour and carry shield, 
  and usually carry a longsword and a longbow. Tales tell of 
  reverend ones riding into battle on warhorses, but these 
  stories could never be confirmed. When a reverend one 
  falls, it returns to Arvandor, and its armour and weapons 
  disappear. On rare occasions, a reverend one leaves a 
  weapon behind for a deserving elven warrior.
  Reverend One
  Medium celestial, neutral good (50%) or chaotic good (50%)
  Armour Class 20 (plate and shield)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  17 (+3)
  14 (+2)
  13 (+1)
  14 (+2)
  11 (+0)
  Saving Throws Con +5, Int +4, Wis +5, Cha +3
  Skills Perception +5
  Conditions Immunities charmed
  Senses darkvision 60 ft., passive Perception 15
  Languages Elvish
  Challenge 6 (2,300 XP)
  Radiant Weapons. When the reverend one hits with a weapon, it 
  deals an extra 18 (4d8) radiant damage (included in the attack).
  Actions
  Multiattack. The reverend one makes two attacks with its 
  longsword.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target.
  Hit: 8 (1d8+4) slashing damage plus 18 (4d8) radiant damage.
  Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d4+4) bludgeoning damage. If the target is 
  Large or smaller, it must succeed on a DC 14 Strength saving 
  throw or be knocked prone.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., 
  one target. Hit: 7 (1d8+3) piercing damage plus 18 (4d8) radiant 
  damage.
  Parry. The reverend one adds 3 to its AC against one melee 
  attack that would hit it. To do so, the reverend one must see the 
  attacker and be wielding a melee weapon.
  Scalamagdrion
  The scalamagdrion resembles a silver dragon, but has 
  grey scales, green eyes and a long tail with bony spikes 
  at the end. Many believe the scalamagdrion to be unique, 
  though it is actually a race of beasts. The reason for this is 
  a booked named after these creatures, The Scalamagdrion. 
  It tells the tale of Ningulfim, a cunning scalamagdrion with 
  vaguely defined magical powers. Ningulfim lives in a net-
  work of cavern, possibly beneath the Great Glacier where 
  several scalamagdrions have been sighted.
  Silent and Stealthy. Scalamagdrions have a unique trait: 
  They are surrounded by a sphere of absolute silence, mak-
  ing them uncannily quite despite their size. The silence 
  also prevents a scalamagdrion to use any form of vocal 
  language, and it is speculated that scalamagdrions use a 
  sign language to communicate with one another. Scalam-
  agdrions enjoy the taste of human flesh, but are content 
  with the meat of other creatures too.
  Scalamagdrion
  Large dragon, neutral
  Armour Class 14 (natural armour)
  Hit Points 153 (18d10+54)
  Speed 50 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  17 (+3)
  10 (+0)
  12 (+1)
  9 (-1)
  Saving Throws Dex +5, Con +6, Int +3, Wis +4
  Skills Perception +4, Stealth +5
  Damage Immunities thunder
  Damage Resistances cold, fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14
  Languages —
  Challenge 8 (3,900 XP)
  Magic Resistance. The scalamagdrion has advantage on saving 
  throws against spells and other magical effects.
  Sphere of Silence. No sound can be created within a 20-feet-
  radius around the scalamagdrion. Creatures and objects in 
  this sphere are immune to thunder damage, and creatures are 
  deafened while entirely inside it. 
  Actions
  Multiattack. The scalamagdrion makes three attacks: one with 
  its bite, one with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  Hit: 15 (2d10+4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 22 (4d8+4) slashing damage.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
  Hit: 31 (6d8+4) piercing damage.
  
  77
  Shalarin
  The shalarin are a sophisticated race of aquatic human-
  oids. They have webbed fingers and toes, but their most 
  prominent feature is the fin that runs from the bridge of the 
  nose over their skull down to their tailbone. Shalarin have 
  gill slits along their collarbones and rib cage, are complete-
  ly hairless and have dark, almost fully blakc eyes.
  Rigid Castes. Shalarin society is defined by a caste 
  system with four castes: The Protectors (warriors), the 
  Providers (administrators, rulers, workers), the Scholars 
  (artists, philosophers, historians), and the Seekers (explor-
  ers). Many shalarin are not aware that other species do not 
  necessarily have a similar system, and get confused when 
  they meet someone who mixes professions of two ore 
  more castes, such as a bard who is also a warrior. Shalarin 
  eggs have distinctive colour patterns indicating the caste a 
  child will belong to.
  Ancient Creatures. In Faerûn, shalarin can only be found 
  in the Sea of Fallen Stars. Their territroy spans from the 
  Whamite Isles to the Easting Reach between Impiltur and 
  the Great Dale. The shalarin's ancestral home is the Sea 
  of Corynactis, west of Maztica. Man groups of shalarin still 
  live in that area, and it is unclear what led the Faerûnian 
  shalarin away from their homeland.
  Shalarin
  Medium humanoid, lawful neutral
  Armour Class 12
  Hit Points 18 (4d8)
  Speed 10 ft., swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
  11 (+0)
  10 (+0)
  Senses darkvision 120 ft., passive Perception 
  Languages Aquan
  Challenge 1/4 (50 XP)
  Water Breathing. The shalarin can breathe only underwater.
  Actions
  Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 
  6 (1d8+2) piercing damage if used with two hands to make a 
  melee attack.
  Sharn
  The sharn are a mysterious race that dwells in several 
  underground complexes, including Undermoutain. Sharn 
  are a reclusive race and do not tolerate intruders in their 
  tunnels. Those who enter a sharn cave after a warning are 
  likely to be killed and eaten. Sharn appear as large black 
  beings shaped like tear drops. Their bodies are covered in 
  tiny eyes and surrounded by a faint purple glow.
  Ethereal Portals. Sharn can alter their shape and from 
  up to three heads and three appendages. Each of these 
  appendages in turn has three arms and claws. In addition 
  to this, sharn have the ability to form small purple portals 
  at will. They move their claws through these portals, which 
  allows them to attack enemies over a long distance.
  Enigmatic Mages. The sharn are an ancient species 
  whose origins are unknown to scholars. What is know is 
  that the sharn are sworn enemies of the phaerimms and 
  imprison them millenia ago, possibly saving Faerûn from 
  destruction. Like the phaerimm, sharn wield powerful 
  magic. There are several sharn clans, and those in the 
  Undermountain worship the Drowned Queen, a mysteri-
  ous creature from the depths of Sargauth. Some say that 
  the Drowned Queen is an ancient aboleth with unusual 
  magical powers. Other sharn clans worship other gods, 
  including human, elven, dwarven and even goblinoid gods.
  Sharn
  Large aberration, chaotic neutral
  Armour Class 17 (natural armour)
  Hit Points 133 (14d10+56)
  Speed 10 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  20 (+5)
  19 (+4)
  18 (+4)
  17 (+3)
  20 (+5)
  Saving Throws Str +7, Dex +8, Con +7, Wis +6
  Skills Arcana +7, Insight +6, Intimidation +8, Perception +6
  Conditions Immunities charmed
  Senses truesight 60 ft., passive Perception  
  Languages Deep Speech, Sharn, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Alien Mind. A creature that tries to read the sharn's thoughts 
  or deals psychic to it takes 14 (4d6) points of psychic damage 
  and must succeed on a DC 15 Intelligence saving throw or be 
  unconscious 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.
  Magic Resistance. The sharn has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The sharn's weapon attacks are magical.
  Actions
  Multiattack. The sharn makes four claw attacks. 
  Claw. Melee Weapon Attack: +8 to hit, reach 60 ft., one target.
  Hit: 14 (3d6+4) slashing damage.
  Variant: Sharn Enchanter
  Many sharn are practitioners of the arcane arts. A sharn 
  enchanter spellcaster has a challenge rating of 9 (5,000 XP) 
  and the following trait:
  Spellcasting. The sharn is a 9th-level spellcaster. Its spell-
  casting ability is Charisma (spell save DC 17, +9 to hit with 
  spell attacks). The sharn doesn't require any components 
  to cast spells and has the following wizard spells prepared:
  Cantrips (at will): chill touch, dancing lights, shocking grasp
  1st level (4 slots): charm person, chromatic orb, detect magic, 
  sleep
  2nd level (3 slots): darkness, detect thoughts, misty step
  3rd level (3 slots): dispel magic, fireball, hypnotic pattern
  4th level (3 slots): confusion, greater invisibility, wall of fire
  5th level (1 slot): dominate person
  
  78
  Shatjan
  The shatjan is a nature spirit that lives high up in the north, 
  where it protects the reindeer herds that roam the tundra. 
  It has the body of a human and the head of reindeer. Both 
  sexes have antlers, with the males having larger ones. 
  A shatjan's neck, shoulders, and forearms are covered 
  in thick brown fur. Shatjans makes wear minimal cloth-
  ing from bark and fur, and often decorated with strange 
  symbols. They are solitary creatures that move with the 
  reindeer they guard. Shatjan only meet to mate or when 
  one of them is in grave danger.
  Guardian Spirits. Shatjan protect their reindeer herds, 
  but only intervene when predators kill too many reindeer 
  or when natural disasters threaten to eliminate the entire 
  herd. The tribes of the north respect and fear the shatjan, 
  and they will never begin a hunt without making an offer-
  ing to the shatjan first. Shatjan play a prominent role in the 
  folklore of the tribes of the north and are considered to be 
  powerful totem spirits.
  Shatjan
  Medium fey, lawful neutral
  Armour Class 15 (natural armour)
  Hit Points 112 (15d8+45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  17 (+3)
  13 (+1)
  15 (+2)
  11 (+0)
  Saving Throws Dex +3, Int +4, Wis +5
  Skills Perception +5, Stealth +3
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Senses passive Perception 15
  Languages Common, Sylvan
  Challenge 5 (1,800)
  Speak with Beasts. The shatjan can communicate with beasts 
  and plants as if they shared a language.
  Actions
  Multiattack. The shatjan makes two attacks with its greataxe, or 
  one attack with its greataxe and one with its ice breath.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
  Hit: 11 (1d12+4) slashing damage.
  Ice Breath. The shatjan breathes ice at one creature within a 
  range of 5 feet. The must make a DC 15 Dexterity saving throw, 
  taking 36 (8d8) cold damage on a failed save, or no damage on 
  a successful one.
  Silver Dog
  Few have ever seen the beautiful being known as the silver 
  dog. Silver dogs appear as graceful canines with long 
  flowing hair the colour of mercury. Silver dogs only appear 
  at night when they, so legends say, feed on the light of the 
  moon. The origin of the silver dog is unknown, but druids 
  consider it to be a guardian spirit of the forest it dwells in.
  Alien Grace. The dog's supernatural beauty is so fasci-
  nating that it forces those who see a silver dog to chase 
  and try to catch it. It is said that those who catch a silver 
  dog are granted a wish, but those who try to destroy it 
  suffer a terrible fate. Nobody has ever witness a silver dog 
  defending itself in any other way than fleeing.
  Silver dog
  Medium fey, neutral
  Armour Class 14
  Hit Points 49 (9d8+9)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  19 (+4)
  13 (+1)
  16 (+3)
  14 (+2)
  18 (+4)
  Skills Perception +4, Stealth +6
  Conditions Immunities charmed, paralysed, petrified
  Senses darkvision 120 ft., passive Perception 14
  Languages understands all languages but can't speak
  Challenge 3 (700 XP)
  Magic Resistance. The silver dog has advantage on saving 
  throws against spells and other magical effects.
  Silver Charm. A humanoid with an Intelligence score of 5 or 
  higher that sees the silver dog must succeed on a DC 19 Cha-
  risma saving throw or become charmed. While charmed, the 
  target is compelled to chase the silver dog and try to catch it. A 
  creature can repeat the saving throw for each minute it spends 
  chasing the dog, ending the effect on itself on a success and 
  becoming immune to the charm of this particular silver dog. A 
  charmed creature that loses the silver dog and does not see it 
  again within 1 hour is no longer charmed, but does not become 
  immune to the silver dog's Charm. A creature that catches 
  the dog is granted a wish by it. A creature that slays the dog is 
  reduced to 0 hit points.
  
  79
  Skum
  Skum
  Medium humanoid, lawful evil
  Armour Class 14 (natural armour)
  Hit Points 27 (5d8+5)
  Speed 25 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  13 (+1)
  10 (+0)
  10 (+0)
  6 (-2)
  Damage Vulnerabilities psychic
  Senses darkvision 120 ft., passive Perception 10
  Languages Deep Speech
  Challenge 1 (200 XP)
  Amphibious. The skum can breathe air and water.
  Actions
  Multiattack. The bugbear makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 8 (2d4+3) slashing damage.
  Skum Renegade
  Medium humanoid, neutral evil
  Armour Class 14 (natural armour)
  Hit Points 32 (6d8+5)
  Speed 25 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  12 (+1)
  16 (+3)
  12 (+1)
  8 (-1)
  Skills Deception +1, Insight +5, Perception +3
  Senses darkvision 120 ft., passive Perception 11
  Languages Deep Speech
  Challenge 2 (450 XP)
  Amphibious. The skum can breathe air and water.
  Innate Spellcasting (Psionics). The skum's innate spellcasting 
  ability is Intelligence (spell save DC 13). It can innately cast the 
  following spells, requiring no components:
  At will: detect thoughts, mage hand (the hand is invisible)
  2/day each: misty step, nondetection (self only)
  1/day: command , magic weapon
  Actions
  Multiattack. The bugbear makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 8 (2d4+3) slashing damage.
  The skum are a race of fish-like humanoids. They 
  were created by the aboleth to serve them 
  as slaves and beasts of burden. Skum were 
  originally human but retained nothing but 
  their humanoid shape. A skum is physically 
  power, but had a fragile mind designed to be 
  susceptible to the powers of its masters. Due 
  to the nature of their creation, skum are quite 
  diverse. Some are hulking and intimidating, 
  others sleek and agile. The smartest skum 
  have sharper minds than most humans, the 
  dimmest are only slightly more intelligent than 
  animals. There is a slight chance that a skum 
  becomes psionically aware. Aboleth fear these 
  renegade skum and kill them as soon as they 
  are discovered, which is why they work hard to 
  keep their talents a secret from their masters.
  Lord of the Skum. Some skum have escaped 
  their aboleth masters and live in colonies near 
  the coast. A prominent aboleth with many 
  skum servants is the Skull Lord, an agent of 
  the Kraken Society in Skullport. The Skull 
  Lord is said to control a large part of Skull-
  port, using humans as informants and for 
  daytime activities, and skum to enforce his will 
  during the night.
  
  80
  The giant strider is an ostrich-like featherless bird that 
  inhabits volcanic regions. Often mistaken for a lizard, 
  giant striders have red, leathery skin and glowing eyes. 
  They beak-like jaws are full of sharp little teeth. Due to its 
  unique resistance to heat and fire, striders have no natural 
  enemies.
  Fearless Mounts. Giant striders share their habitat with 
  firenewts. These reptilian humanoids raise 
  striders from eggs and train them as 
  mounts. Only the strongest and brav-
  est firenewts warriors become 
  riders and lead parties 
  of firenewts on raids 
  outside their native 
  territory. Giant 
  striders do not 
  only withstand im-
  mense amounts of 
  heat, but do in fact 
  have a metabolism 
  that allows them to 
  recover from wounds 
  quickly as long as 
  their are exposed 
  to intense 
  heat.
  Fire Birds. In combat, giant strider attack either with a 
  bite when they face their opponent, or with a kick when 
  their opponent stands behind them. Occasionally, a strider 
  spits out a ball of fire when it faces several opponents are 
  once. Giant striders are generally fearless and flee only 
  from opponents that are significantly larger then they are.
  Strider, Giant 
  Giant Strider
  Large monstrosity, unaligned
  Armour Class 12
  Hit Points 22 (3d10+6)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  2 (-4)
  11 (+0)
  8 (-1)
  Damage Vulnerabilities cold
  Damage Immunities fire
  Senses passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Heat Absorption. The giant strider regains 3 hit points at the 
  start of its turn. If the strider is not exposed to intense heat or 
  fire, this trait doesn't function at the start of the strider's next 
  turn. 
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 9 (2d6+2) piercing damage.
  Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 11 (2d8+2) piercing damage.
  Fireball (Recharge 6). The giant strider emits a fireball from its 
  mouth. The fireball has a range of 60 feet and bursts in a radius 
  of 10 ft. Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 7 (2d6) fire damage on a failed save, or half 
  as much damage on a successful one.
  
  81
  Tempest
  The tempest is a living, sentient storm. It appears as a 
  huge agglomeration of dark clouds accompanied by strong 
  winds and electrical discharges. Occasionally, twisted faces 
  or bestial features can be seen in the clouds. Tempests 
  speak the language of air elementals, and a few of them 
  can communicate in halting Common. Tempests are very 
  territorial, and can be quite malicious. When a powerful 
  creature, especially a flyer, enters a tempest's domain, the 
  tempest is likely to challenge it. However, tempests can 
  be appeased by making a sacrifice. Tempests live off the 
  moisture their sucks from the air around them.
  Tempest
  Gargantuan elemental, chaotic neutral
  Armour Class 15
  Hit Points 201 (13d20+65)
  Speed 0 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  21 (+5)
  20 (+5)
  9 (-1)
  17 (+3)
  10 (+0)
  Saving Throws Str +7, Int +4, Wis +8
  Damage Immunities poison; bludgeoning, piercing, and slash-
  ing from nonmagical weapons
  Damage Resistances lightning, thunder
  Conditions Immunities exhaustion, grappled, paralysed, petri-
  fied, poisoned, prone, restrained, unconscious
  Senses blindsight 60 ft., darkvision 240 ft., passive Perception 
  13
  Languages Auran
  Challenge 13 (10,000 XP)
  Storm Aura. The tempest is surrounded by a 20-foot-sphere 
  of strong winds. This area is difficult terrain, and attack rolls 
  of ranged weapon attacks have disadvantage if they pass in 
  or out of the sphere. Fog, vapour, and gases in the sphere are 
  dispersed. Torches and other smaller fires are extinguished. The 
  tempest itself is not affected by the aura.
  Actions
  Multiattack. The tempest makes a lightning strike attack and a 
  twister attack.
  Lightning Strike. Ranged Spell Attack: +8 to hit, range 60 ft., one 
  target. Hit: 33 (6d10) lighting damage.
  Twister. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
  Hit: 22 (4d10) bludgeoning damage, and the target must suc-
  ceed on a DC 16 Strength saving throw or be flung 30 feet away 
  from the tempest in a random direction and knocked prone. If a 
  thrown target strikes an object, such as a wall or floor, the target 
  takes 6 (1d10) bludgeoning damage for every 10 feet it was 
  thrown. If the target is thrown at another creature, that creature 
  must succeed on a DC 16 Dexterity saving throw or take the 
  same damage and be knocked prone.
  Ice Wind (Recharge 5-6). The tempest exhales an frigid air in 
  a 60-foot cone. Each creature in that area must make a DC 16 
  Constitution saving throw, taking 44 (8d10) cold damage on a 
  failed save, or half as much damage on a successful one. Tar-
  gets that do not make their saving throw additionally have their 
  Dexterity score reduced by 1d6. The target dies if this reduces 
  its Dexterity to 0. Otherwise, the reduction lasts until the target 
  finishes a short or long rest.
  Thylacine
  The thylacine, also know as the mantiger or jumping tiger, 
  is an intelligent predator with illusionary powers. It looks 
  much like a tiger, but with grey fur and no stripes. Thy-
  lacines are very agile even for a great cat, but their most 
  remarkable ability is to generate an illusion that makes 
  them appear as a human being. Thylacines use this power 
  to lure travellers or even other predators. With the excep-
  tion of mated pairs, thylacines are always solitary. They 
  sometimes form alliances with other sapient great cats or 
  feline creatures against a common foe.
  Thylacine
  Large monstrosity, neutral
  Armour Class 13
  Hit Points 30 (4d10+8)
  Speed 50 ft.,
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  10 (+0)
  13 (+1)
  10 (+0)
  Skills Perception +3, Stealth +5
  Condition Immunities charmed
  Senses passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The thylacine has advantage on Wisdom (Percep-
  tion) checks that rely on smell.
  Pounce. If the thylacine moves at least 20 feet 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 thylacine can make 
  one bite attack against it as a bonus action.
  Running Leap. With a 10-foot running start, the thylacine can 
  long jump up to 25 feet.
  Actions
  Multiattack. The thylacine makes one attack with its bite and 
  one with its claw.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 7 (1d8+3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.,
  Hit: 6 (1d6+3) slashing damage.
  False From (1/Day). The thylacine makes itself appear as a 
  harmless generic human until it attacks or until its concentra-
  tion ends (as if concentrating on a spell). The change is illusion-
  ary and the thylacine does not change its actual form. A DC 13 
  Intelligence (Investigation) check reveals this illusion.
  
  82
  Tomb Trapper
  The tomb trapper, also known as the thaalud, appears 
  as a tall sexless humanoid with no facial features and a 
  body made of smooth grey-blue material. Its most striking 
  feature is the huge terrifying mouth in its abdomen. Tomb 
  trappers are generally armed with massive hammers, but 
  will use their sharp claws too if necessary. Tomb trappers 
  seem to be artificial beings, and it has been suggested that 
  they are magically transformed humans from Netheril and 
  possibly a weapon created to be used against the phaer-
  imms.
  Magic Collectors. Tomb trappers are named after their 
  ability to burrow through the ground. They use this skill to 
  enter underground tombs and other places where magical 
  items are hidden. Magic is sacred to tomb trappers. They 
  never use magic item themselves, but gather, venerate, and 
  protect them. Tomb trappers live in clans and collectively 
  guard their magic items. They only keep gems and other 
  minor treasures for themselves. According to tomb trap-
  per lore, magic stems from a place they call the Source 
  of All Magic. The faceless beings spend their eternal 
  lives searching for this place. Tomb trappers are awed by 
  earth elementals and believe them to be connected to the 
  Source.
  Tomb Trapper
  Huge construct, lawful neutral
  Armour Class 19 (natural armour)
  Hit Points 231 (22d12+88)
  Speed 40 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  18 (+4)
  14 (+2)
  11 (+0)
  10 (+0)
  Saving Throws Dex +5, Int +7, Wis +5
  Damage Resistances cold, fire; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Conditions Immunities blinded, charmed, exhaustion, fright-
  ened, paralysed, petrified, poisoned
  Senses blindsight 120 ft., passive Perception 10 
  Languages —
  Challenge 13 (10,000 XP)
  Keen Hearing. The tomb trapper has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Actions
  Multiattack. The tomb trapper makes two attack: one with its 
  bite, and one with its claws or its greathammer.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 51 (10d8+6) piercing damage.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
  Hit: 24 (4d8+6) slashing damage.
  Greathammer. Melee or Ranged Weapon Attack: +11 to hit, reach 
  5 ft. or range 60/120 ft., one target. Hit: 28 (6d6+6) bludgeon-
  ing damage.
  Unicorn, Black
  The black unicorn is result of experiments by the Red 
  Wizards of Thay. Black unicorns resemble white unicorns 
  and are just as beautiful, but also twisted and evil. They 
  have shiny black fur, glowing red eyes, and spiralling silver 
  horns. Black unicorns have an inherent hatred for white 
  unicorn. Whenever two of these creatures meet, a fight to 
  the death is likely. A black unicorn does not possess all the 
  magical abilities of a white one, but compensates for this 
  with greater physical strength and ferocity. Black unicorns 
  are carnivorous and enjoy the taste of human, elven and 
  unicorn flesh.
  Thayan Steeds. Black unicorns were originally bred for 
  the Thayan military and are popular pets among the Red 
  Wizards. Their strength is far superior to that of a war-
  horse and their ability to teleport allows them to ambush 
  enemy troops easily. However, a black unicorn can only tel-
  eport itself, and many a overwhelmed Thayan rider found 
  himself spontaneously dismounted when his steed decided 
  that the tide of the battle went into the wrong direction. 
  The Sisters of Cyric are a famous cavalry unit that consists 
  entirely of female clerics of Cyric and black unicorns.
  Black Unicorn
  Large celestial, chaotic evil
  Armour Class 16 (chain barding)
  Hit Points 85 (9d10+27)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  16 (+3)
  15 (+2)
  10 (+0)
  16 (+3)
  Damage Immunities poison
  Conditions Immunities charmed, paralysed, poisoned
  Senses darkvision 60ft., passive Perception 13
  Languages Common
  Challenge 4 (1,100 XP)
  Charge. If the unicorn moves at least 20 feet straight toward a 
  target and then hits it with a horn attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 15 Strength saving throw or 
  be knocked prone.
  Magic Resistance. The unicorn has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The unicorn's weapon attacks are magical.
  Actions
  Multiattack. The unicorn makes two attacks: one with its 
  hooves and one with its horn.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 18 (4d6+4) bludgeoning damage.
  Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
  Hit: 13 (2d8+4) piercing damage.
  Harming Touch (3/Day). Melee Spell Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8+2) necrotic damage, and the target is 
  poisoned until healed or until it takes a long rest.
  Teleport (1/Day). The unicorn magically teleports itself to a loca-
  tion the unicorn is familiar with, up to 1 mile away.
  
  83
  Vampiric Mist
  Vampiric Mist
  Medium aberration, chaotic evil
  Armour Class 13
  Hit Points 36 (8d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  16 (+3)
  10 (+0)
  10 (+0)
  12 (+1)
  6 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities poison
  Conditions Immunities blinded, exhaustion, grappled, para-
  lysed, petrified, poisoned, prone, restrained, unconscious
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 11
  Languages —
  Challenge 3 (450 XP)
  Blood Sense. The mist senses all warm-blooded creatures within 
  a radius of 180 feet.
  Mist Form. The mist can enter a hostile creature's space and 
  stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Mist Stealth. While in fog or vapour, the mist can take the Hide 
  action as a bonus action.
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target's hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the creature finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0
  Vampiric Mist
  The vampiric mist is a gaseous being that preys 
  on warm-blooded creatures. When hungry, the 
  mist is whitish and can be confused with an air 
  elemental or a vampire in gaseous form. Once it 
  drained a creature, the vampiric mist is scar-
  let red and reeks of blood. Vampiric mists 
  prefer to hunt during dawn and at night, 
  where they can mix with the morning and 
  night fog. Though apparently intelligent, 
  vampiric mists don't seem to speak any 
  known languages.
  Crimson Death
  The crimson death is a creature quite simi-
  lar to the vampiric mist, but significantly 
  more powerful. Like the vampiric mist, it is 
  a vaporous being that thrives on the blood of 
  other creatures. Unlike the vampiric mist, it 
  is vaguely shaped like a humanoid with twisted 
  facial features. Tales draw a connection between 
  vampires and crimson deaths. Some say that 
  the death is a slain vampire, others claims that 
  whenever a vampire is born, its lost soul forms a 
  crimson death. Whichever answer is right, 
  no crimson death has ever been willing 
  to give it.
  Lone Bloodsuckers. Crimson deaths 
  live in bogs, near lakes and in other 
  areas where fog appears regularly. They 
  have no use for gold, gems or other 
  riches, but nevertheless like to hoard 
  treasure. Crimson deaths make their 
  lair in abandon houses of peat cutters, 
  old charnel houses and similar places. 
  When a crimson mist is destroys, it disap-
  pears immediately in a gruesome
  
  84
  Crimson Death
  Medium aberration, neutral evil
  Armour Class 14
  Hit Points 136 (21d8+42)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  19 (+4)
  14 (+2)
  17 (+3)
  13 (+1)
  14 (+2)
  Damage Immunities poison
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Conditions Immunities exhaustion, grappled, paralysed, petri-
  fied, poisoned, prone, restrained, unconscious
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 9 (5,000 XP)
  Blood Sense. The mist senses all warm-blooded creatures within 
  a radius of 180 feet.
  Magic Resistance. The mist has advantage on saving throws 
  against spells and other magical effects.
  Mist Form. The mist can enter a hostile creature's space and 
  stop there. It can move through a space as narrow as 1 inch 
  wide without squeezing.
  Mist Stealth. While in fog or vapour, the mist can take the Hide 
  action as a bonus action.
  Actions
  Blood Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 21 (6d6) necrotic damage. The target's hit point 
  maximum is reduced by an amount equal to the damage taken, 
  and the mist regains hit points equal to that amount. The reduc-
  tion lasts until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  Scarlet Dancer
  The scarlet dancer appears as a swarm of small spheres of 
  mist. A single scarlet dancer is barely a threat, but a swarm 
  of them can turn a human into a bloodless corpse in a mat-
  ter of minutes. Most of the time, scarlet dancers feed on 
  rats and other small animals, though. Scarlet dancers are 
  mainly found in the sewers below Zhentil Keep. They are 
  feared among the Keep's population, and the people avoid 
  areas where they have been spotted
  Volt
  The volt is a curious little creature, but mean-spirited and 
  dangerous. It resembles a floating sphere of bristly grey 
  hair with two eyes and small horn-like appendages scat-
  tered over its body. In darkness, the faint blue aura that 
  surrounds a volt can be seen, and those with a keen sense 
  of hearing can hear the humming noise it emits. Volt live in 
  herds and thrive of electricity and the blood of other crea-
  tures. They are often found in places with a high frequency 
  of thunderstorms
  Scarlet Dancer
  Medium swarm of Tiny aberrations, unaligned
  Armour Class 12
  Hit Points 76 (17d8)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14 (+2)
  10 (+0)
  4 (-3)
  10 (+0)
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing 
  Conditions Immunities charmed, frightened, grappled, para-
  lysed, petrified, poisoned, prone, restrained, stunned
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Blood Sense. The swarm senses all warm-blooded creatures 
  within a radius of 120 feet.
  Misty Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any opening 
  as narrow as 1 inch wide without squeezing. The swarm can't 
  regain hit points or gain temporary hit points.
  Sunlight Sensitivity. While in sun light, the swarm has disadvan-
  tage on attack rolls and ability checks.
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 14 (4d6) necrotic damage. The target's hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the creature finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Volt
  Small aberration, unaligned
  Armour Class 13
  Hit Points 14 (4d6)
  Speed 0 ft, fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3)
  11 (+0)
  2 (-4)
  14 (+2)
  5 (-3)
  Damage Immunities lightning
  Conditions Immunities prone
  Senses darkvision 120 ft., passive Perception 12
  Languages —
  Challenge 1 (100 XP)
  Lightning Absorption. Whenever the volts is subjected to light-
  ning damage, it takes no damage and instead regains a number 
  of hit points equal to the lightning damage dealt. 
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4+3) necrotic damage. The target must succeed on a 
  DC 12 Constitution saving throw or its hit point maximum is re-
  duced by an amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  Tail. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
  Hit: 7 (2d6) lightning damage.
  
  85
  Wemic
  Wemics are creatures with the upper body of a human, 
  the lower body of a lion, blond mane-like hair and leonine 
  facial features. They posses the keen senses of a lion and 
  share their habitat. In the Realms, wemics are mainly 
  found the Stonelands near the Storm Horn Mountains, 
  Pelleor's Prairie and the Shining Plains west of Turmish. 
  Wemics live in groups called prides, with some prides 
  formign wemic nations.
  Proud Warriors. Wemics are fierce warriors and hunt-
  ers. Their culture is quite primitive; wemic do not manufac-
  ture anything but simple weapons and ornaments, and - de-
  spite of an intellect similar to that of humans - don't seem 
  to be interested in technological advancement. Wemic 
  warriors primarily use spears and stone clubs combined 
  with leather shields. Those who travel through wemic ter-
  ritory have to pay a toll, preferably something the wemics 
  don't make themselves. Wemics can also be hired as scouts 
  and trackers, something they excel at.
  Wemic
  Large monstrosity, neutral
  Armour Class 14 (shield)
  Hit Points 52 (7d10+14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  10 (+0)
  12 (+1)
  10 (+0)
  Skills Perception +3, Survival +3
  Senses passive Perception 13
  Languages Common, Wemic
  Challenge 2 (450 XP)
  Keen Smell. The wemic has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Pounce. If the wemic moves at least 20 feet 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 wemic can make 
  one spear attack against it as a bonus action.
  Running Leap. With a 10-foot running start, the wemic can long 
  jump up to 25 feet.
  Actions
  Multiattack. The wemic makes two attacks, only one of which 
  can be a shield bash.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one crea-
  ture. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large 
  or smaller, it must succeed on a DC 13 Strength saving throw or 
  be knocked prone.
  Wizshade
  Wizshades, also known as spellshades, are bizarre magical 
  beings that roam outer space around Toril and can also be 
  found in the Underdark. They resemble translucent wiz-
  ards, often with long beards if male and long hair if female. 
  Wizshades seem to fly around freely in a vortex, ignoring 
  gravity. Their pupilless eyes and vortices share a colour. 
  This colour apparently indicates the wizshade's rank, 
  ascending from violet through indigo, blue, green, yellow, 
  orange, and red. Nobody knows what meaning these ranks 
  actually have, as wizshades are not organised and their 
  colour is independent from their magical power.
  Colour Magic. Some say that wizshades were either 
  transformed by magical experiments or ascended to a 
  higher form of existence. Asking a wizshade is unlikely to 
  clarify this: despite their intelligence and vast knowledge of 
  the arcane, wizshades often talk gibberish and act errati-
  cally. They seem to enjoy annoying powerful mages, cler-
  ics, or psionicists they encounter. Wizshades cast spells 
  spontaneously, and often cast completely random and 
  inappropriate magic when the face other creatures.
  Wizshade
  Medium aberration, chaotic neutral
  Armour Class 18 (natural armour)
  Hit Points 55 (10d8+10)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  12 (+1)
  19 (+4)
  15 (+2)
  16 (+3)
  Skills Arcana +7, History +7, Insight +5
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Conditions Immunities exhaustion, grappled, paralysed, petri-
  fied, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 
  Languages Common plus up to three other languages
  Challenge 5 ( XP)
  Incorporeal Movement. The wizshade can move through other 
  creatures and objects as if they were difficult terrain. It takes 7 
  (2d6) force damage if it ends its turn in side an object.
  Spell Block. When a spell is successfully cast at the wizshade, 
  the wizshade can no longer cast spells with the same level as 
  that spell until it finishes a long rest. The wizshade is otherwise 
  not affected by any spells, spell-like abilities, or magical effects 
  unless these have been caused the wizshade's own spells. 
  When a spell of a level that has previously been blocked for the 
  wizshade is successfully cast at the wizshade, there is a 25% 
  chance that spells of that level are no longer blocked for the 
  wizshade from the beginning of its next turn on.
  Actions
  Wizshade Magic. The wizshade casts a spell. Roll 1d10 to 
  determine the spell level of the spell. A roll of 10 indicates that 
  the wizshade casts a cantrip. Re-roll results higher than the wiz-
  shade's maximum spell level. Roll 1d20 to determine the spell 
  that is cast, ignoring results higher than the number of spells 
  for the school and spell level. The spell immediately comes into 
  effect, and the wizshade only requires somatic components to 
  cast it. When a wizshade tries to cast a blocked spell, it must 
  succeed on a DC 10 Wisdom saving throw. On a success, it 
  casts no spell. On a failure, the wizshade and its vortex disap-
  pear.
  
  86
  Creating a Wizshade
  To create a wizshade, roll 1d8. This determines the 
  wizshade's school. A wizshade can only cast spells from a 
  single school of magic.
  Wizshade School
  1d8
  School of Magic
  1
  Abjuration
  2
  Conjuration
  3
  Divination
  4
  Enchantment
  5
  Evocation
  6
  Illusion
  7
  Necromancy
  8
  Transmutation
  Roll 1d10, re-rolling results of 10. This determines the 
  maximum spell level a wizshade has access to. It cannot 
  casts spells of a higher level in combat. Wizshades cast 
  spells randomly, no matter how inappropriate a spell is in 
  the current situation.
  Roll 1d8 to determine the wizshade's colour. The colour 
  is a mysterious rank indicator, but does not seem to be con-
  nected to a wizshade's power.
  Wizshade Colour
  1d8
  Colour
  1
  Violet
  2
  Indigo
  3
  Blue
  4
  Green
  5
  Yellow
  6
  Orange 
  7
  Red
  8
  Re-roll
  Wyvern Drake
  The wyvern drake is the offspring of a wyvern and an evil 
  dragon. It resembles a huge wyvern with massive wings, 
  and elongated neck and a tail with a stinger at the end. 
  The scales of a wyvern drakes are coloured like those of its 
  dragon parent, albeit darker. Wyvern drakes often have or-
  ange or yellow swirls around their pupils, a remnant of the 
  wyvern heritage. Wyvern drakes speak the tongue of the 
  dragons, and those raised by the Cult of the Dragon also 
  speak the common tongue. Wild wyvern drakes prefer to 
  live alone, using their intelligence to dominate other preda-
  tors in the area. Those raised by the Cult of the Dragon 
  usually serve as mounts and messengers.
  Blue Wyvern Drake
  Huge dragon, neutral evil
  Armour Class 16 (natural armour)
  Hit Points 136 (13d12+52)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  18 (+4)
  11 (+0)
  14 (+2)
  10 (+0)
  Skills Perception +5
  Damage Resistances lightning
  Senses darkvision 60 ft., passive Perception 15
  Languages Draconic
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The wyvern drake makes two attacks: one with its 
  bite and one with its stinger. While flying, it can use its claws in 
  place of one other attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
  Hit: 14 (2d8+5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
  Hit: 16 (2d10+5) slash ing damage.
  Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one crea-
  ture. Hit: 13 (2d8+5) piercing damage. The target must make a 
  DC 16 Constitution saving throw, taking 28 (8d6) poison dam-
  age on a failed save, or half as much damage on a successful 
  one.
  Lightning Breath (Recharge 5-6). The dragon exhales lightning 
  in an 30-foot line that is 5 feet wide. Each creature in that line 
  must make a DC 15 Dexterity saving throw, taking 44 (8d10) 
  lightning damage on a failed save, or half as much damage on a 
  successful one.
  Other Wyvern Drakes
  The wyvern drake described above is a blue wyvern drake, 
  the offspring of a blue dragon and a wyvern, or two blue 
  wyvern drakes. To create wyvern drakes of other types, 
  change the energy type of the wyvern drake's breath 
  weapon and the energy type it resists according to the 
  table below.
  Wyvern Drake Types
  Colour
  Energy Type
  Breath Weapon
  Black
  Acid
  30'/5' line
  Blue
  Lightning
  30'/5' line
  Brown
  Acid
  30'/5' line
  Green
  Poison
  30' cone
  Red
  Fire
  30' cone
  White
  Cold
  30' cone
  Yellow
  Fire
  30' cone
  
  87
  Wood Man
  The entity known as the wood man is the largest and most 
  powerful of all nature spirits of Rashemen. It resembles a 
  colossal humanoid made of living wood, with root-bound 
  feet, mighty fists and a body that has branches, leaves and 
  needles form countless tree species sprouting all over it. 
  The wood man appears to aid the Rashemi in times of 
  dire need. It is unclear how - of if - the wood man can be 
  summoned deliberately. Some say that the oldest of the 
  Witches of Rashemen hold this secret; others claim that 
  it is send by the gods. Most of the time, the wood man ap-
  peared to repel and invasion by the Red Wizards of Thay.
  Guardian of Nature. The wood man is first and foremost 
  a protector of nature. Its appearance is always destructive, 
  but all damage done to the environment magically heals af-
  ter a couple of days. Occasionally, the wood man punishes 
  those rulers of Rashemen who neglect their duties and 
  exploit the land beyond a reasonable limit. Notwithstand-
  ing the fact that the wood man is seen only very rarely, it 
  is respected and feared among the Rashemi. Many see its 
  appearance as a sign of impending doom.
  Vengeful Colossus. Despite its enormous size and 
  fearsome appearance, the wood man is not indestruct-
  ible. However, it constantly heals any damage it suffered 
  in battle, making it difficult to destroy. The Red Wizards 
  and their troops are terrified by the wood man. Its appear-
  ance is likely to break the morale of any Thayan army that 
  encounters it.
  Wood Man
  Huge plant, chaotic good
  Armour Class 16 (natural armour)
  Hit Points 261 (18d12+144)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  10 (+0)
  26 (+8)
  22 (+6)
  25 (+7)
  19 (+4)
  Saving Throws Dex +6, Wis +12, Cha +10
  Damage Immunities lightning, fire
  Conditions Immunities charmed, frightened, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Sylvan
  Challenge 20 (25,000 XP)
  Magic Resistance. The wood man has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The wood man's weapon attacks are magical.
  Regeneration. The wood man regains 30 hit points at the start 
  of its turn.
  Siege Monster. The wood man deals double damage to objects 
  and structures.
  Actions
  Multiattack. The wood man makes four slam attacks. 
  Slam. Melee Weapon Attack. +15 to hit, reach 10 ft., one target.
  Hit: 42 (6d10+9) bludgeoning damage.
  Xantravar
  The xantravar, also known as the stinging horror, is an 
  alien creature that inhabits swamps, salt marshes and 
  coastlines with tidal caves. Xantravars consist of two rub-
  bery bulbs shaped like tear drops. These leathery sacks are 
  fused together and contain a gas that allows the xantravar 
  to float. This gas is highly volatile; exposing the xantravar 
  to fire is likely to cause an explosion. Both bulbs end in 
  stingers. One of them injects a venom into the xantravar's 
  victim; the other one sucks its blood. Above the stingers 
  is a ring of emerald eyes that allow the xantravar to scan 
  its entire surroundings at any time. The stinging horrors 
  do not interact with any other creature they don't intend 
  to kill and eat, and are in turn shun by the animals in their 
  territory.
  Xantravar
  Medium aberration, neutral evil
  Armour Class 12
  Hit Points 36 (8d8)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  11 (+0)
  6 (-2)
  10 (+0)
  8 (-1)
  Skills Perception +2
  Damage Immunities lighting, poisoned, radiant
  Conditions Immunities poison, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Death Throes. When the xantravar dies taking fire damage, it 
  explodes, and each creature within 30 feet of it must make a 
  DC 10 Dexterity saving throw, taking 10 (3d6) fire damage on a 
  failed save, or half as much damage on a successful one. The 
  explosion ignites flammable objects in that area that aren't be-
  ing worn or carried.
  Energy Absorption. Whenever the xantravar is subjected to 
  lightning or radiant damage, it takes no damage and instead 
  regains a number of hit points equal to the lightning or radiant 
  damage dealt.
  Actions
  Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
  Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage.
  Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature.
  Hit: 3 (1d6) piercing damage. The target must succeed on a 
  DC 11 Constitution saving throw or its hit point maximum is re-
  duced by an amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0.
  
  88
  Xvart
  Xvarts are an evil and cowardly race of humanoids. They 
  have blue hairless skin, oversized ears and long, often re-
  ceding, black hair. Xvart are physically more powerful than 
  kobolds but weaker than golbins. They speak the tongue 
  of both of these races and often act as intermediaries 
  between the two. Goblins use xvarts as spies, and kobolds 
  keep them at bay with superior numbers. Xvarts have been 
  spotted in the area around Baldur's Gate, and some of 
  them allegedly live under the city itself.
  Frustrated Midgets. Xvarts bully all weaker races and 
  fear everyone who is bigger than they are - which includes 
  most other evil races. Whenever possible, xvarts ambush 
  and swarm humans and other taller creatures, and capture 
  and torte them. From time to time, they hold them ransom. 
  Xvarts don't use coins to tarde among themselves and often 
  refuse to deal in anything but goods. They live in caves in 
  forested areas.
  Xvart
  Small humanoid, chaotic evil
  Armour Class 13 (hide armour)
  Hit Points 9 (2d6+2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  12 (+2)
  10 (+0)
  10 (+0)
  8 (-1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Draconic, Goblin
  Challenge 1/4 (50 XP)
  Pack Tactics. The xvart has advantage on an attack roll against a 
  creature if at least one of the xvart's allies is within 5 feet of the 
  creature and the ally isn't incapacitated.
  Actions
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
       Shortbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft.
           one target. Hit: 4 (1d4+2) bludgeoning damage.
  
  89
  Monsters by Challenge Rating
  Challenge 1/8 (25 XP)
  Cat, Sand
  Raven, Great
  Challenge 1/4 (50 XP)
  Cat, Elven
  Cat, Luck Eater
  Dwarf, Innugaakalikurit
  Elf, Aquatic
  Elf, Avariel
  Frost
  Gibberling
  Nightshade
  Ondonti
  Shalarin
  Xvart
  Challenge 1/2 (100 XP)
  Bat, Deep, Azmyth
  Beguiler
  Cat, Change
  Chitine
  Dread
  Dwarf, Wild
  Firenewt
  Hybsil
  Laerti
  Manni
  Neshezu
  Ondonti Soldier
  Strider, Giant
  Challenge 1 (200 XP)
  Bainligor
  Baneguard
  Bat, Deep, Bonebat
  Bat, Deep, Night Hunter
  Chosen One
  Dragon, Brown, Wyrmling
  Dragon, Fang, Wyrmling
  Dragon, Yellow, Wyrmling
  Dwarf, Urdunnir
  Elephant Bird
  Elf, Rockseer
  Firestar
  Gambado
  Leucrotta
  Meazel
  Neo-Orog, Black
  Neo-Orog, Red
  Skum
  Volt
  Xantravar
  Challenge 2 (450 XP)
  Aballin
  Alaghi
  Asperii
  Bainligor, Reverend One
  Banedead
  Banegurad, Direguard
  Displacer Serpent
  Dragon, Deep, Wyrmling
  Hamadryad
  Laerti, Stingtail
  Loxo
  Lycanthrope, Lythari
  Nereid
  Nishruu
  Ogre, Ice Spire
  Pterafolk
  Skum Renegade
  Thylacine
  Wemic
  Challenge 3 (700 XP)
  Bat, Deep, Sinister
  Disenchanter
  Dragon, Fang, Young
  Dragonkin
  Dread Warrior
  Fachan
  Ogre, Ice Spire, Blood Dancer
  Ogre, Ice Spire, Cabalist
  Leucrotta, Greater
  Lizard, Minotaur
  Lycanthrope, Werebat
  Silver Dog
  Vampiric Mist
  Challenge 4 (1,100 XP)
  Aurumvorax
  Blazing Bones
  Chitine, Choldrith
  Darkenbeast
  Demon, Rat-Fiend
  Dragon, Brown, Young
  Dragon, Yellow, Young
  Hendar
  Inquisitor
  Lizard, Fire
  Nishruu, Hakeashar
  Nyth
  Vampiric Mist,Scarlet Dancer
  Unicorn, Black
  Challenge 5 (1,800 XP)
  Banelar
  Curst
  Foulwing
  Ghaunadan
  Ogre, Ice Spire, Chieftain
  Myrlochar
  Quelzarn
  Shatjan
  Wizshade
  Challenge 6 (2,300 XP)
  Dark Tree
  Doppelgänger, Greater
  Golem, Gemstone, Ruby
  Laraken
  Lycanthrope, Werecrocodile
  Mantidrake, Red
  Naga, Dark
  Reverend One
  Challenge 7 (2,900 XP)
  Darktentacles
  Demon, Arrow
  Golem, Lightning
  Hag, Bheur
  Lycanthrope, Wereshark
  Sharn
  Challenge 8 (3,900 XP)
  Deepspawn
  Dragon, Deep, Young
  Giant, Mountain
  Golem, Emerald
  Lycanthrope, Werecrocodile, Cleric of Sebek
  Phaerimm
  Reverend Ones
  Scalamagdrion
  Wyvern Drake
  Challenge 9 (5,000 XP)
  Dragon, Fang, Adult
  Giant, Fog
  Ibrandlin
  Sharn Enchanter
  Vampiric Mist, Crimson Death
  Challenge 10 (5,900 XP)
  Burnbones
  Demon, Ghour
  Dracohydra
  Dragon, Yellow, Adult
  Golem, Magic
  Challenge 11 (7,200 XP)
  Beholder, Death Kiss
  Beholder, Gouger
  Dragon, Brown, Adult
  Lich, Alhoon
  Challenge 12 (8,400 XP)
  Dracimera, Green
  Golem, Gemstone, Diamond
  Dragon, Mercury
  Challenge 13 (10,000 XP)
  Tempest
  Tomb Trapper
  Challenge 14 (11,500 XP)
  Arch-Shadow
  Beholder Mage
  Magedoom
  Challenge 15 (13,000 XP)
  Arch-Shadow, Demi-Shade
  Dragon, Deep, Ancient
  Challenge 16 (15,000 XP)
  Beholder, Elder Orb
  Dragon, Fang, Ancient
  Challenge 17 (18,000 XP)
  Dragon, Yellow, Ancient
  Challenge 18 (20,000 XP)
  Dragon, Brown, Ancient
  Lich, Baelnorn (not in lair)
  Challenge 19 (22,000 XP)
  Lich, Baelnorn (in lair)
  Challenge 20 (25,000 XP)
  Lich, Banelich (not in lair)
  Wood Man
  Challenge 21 (33,000 XP)
  Lich, Banelich (in lair) 
  
  90
  Monsters by Size
  Tiny
  Cat, Elven
  Cat, Luck Eater
  Cat, Sand
  Firestar
  Frost
  Raven, Great
  Small
  Bat, Deep, Azmyth
  Beguiler
  Cat, Change
  Chitine
  Dragon, Deep, Wyrmling
  Dragon, Mercury, Wyrmling
  Dread
  Dwarf, Innugaakalikurit
  Dwarf, Wild
  Fachan
  Gibberling
  Hybsil
  Nightshade
  Norker
  Nyth
  Volt
  Xvart
  Medium
  Alaghi
  Arch-Shadow
  Arch-Shadow, Demi-Shade
  Aurumvorax
  Bainligor
  Bainligor, Reverend One
  Banedead
  Baneguard
  Baneguard, Direguard
  Bat, Deep, Bonebat
  Bat, Deep, Night Hunter
  Blazing Bones
  Burnbones
  Chosen One
  Curst
  Darkenbeast
  Demon, Arrow
  Demon, Rat-Fiend
  Doppelgänger, Greater
  Dragon, Brown, Wyrmling
  Dragon, Deep, Young
  Dragon, Fang, Wyrmling
  Dragon, Mercury, Young
  Dread Warrior
  Dwarf, Urdunnir
  Elephant Bird
  Elf, Rockseer
  Elf, Avariel
  Elf, Aquatic
  Firenewt
  Gambado
  Ghaunadan
  Goblin, Dekanter
  Golem, Lightning
  Hag, Bheur
  Hamadryard
  Inquisitor
  Laerti
  Lich, Alhoon
  Lich, Baelnorn
  Lich, Banelich
  Loxo
  Lycanthrope, Lythari
  Lycanthrope, Werebat
  Lycanthrope, Werecrocodile
  Lycanthrope, Werecrocodile, Cleric of Sebek
  Lycanthrope, Wereshark
  Manni
  Meazel
  Myrlochar
  Nereid
  Neo-Orog, Red
  Neo-Orog, Black
  Neshezu
  Ondonti
  Ondonti Soldier
  Reverend One
  Shalarin
  Shatjan
  Silver Dog
  Skum
  Skum Renegade
  Vampiric Mist
  Vampiric Mist, Crimson Death
  Vampiric Mist, Scarlet Dancer
  Wizshade
  Xantravar
  Large
  Aballin
  Asperii
  Banelar
  Bat, Deep, Sinister
  Beholder Mage
  Beholder, Death Kiss
  Beholder, Elder Orb
  Beholder, Gouger
  Chitine, Choldrith
  Darktentacles
  Deepspawn
  Disenchanter
  Displacer Serpent
  Dracimera, Green
  Drgaon, Brown, Young
  Dragon, Deep, Adult
  Dragon, Fang, Young
  Dragon, Mercury, Adult
  Dragonkin
  Foulwing
  Golem, Gemstone, Ruby
  Golem, Gemstone, Emerald
  Golem, Gemstone, Diamond
  Golem, Magic
  Nishruu, Hakeashar
  Hendar
  Laerti, Stingtail
  Lammasu
  Laraken
  Leucrotta
  Leucrotta, Greater
  Magedoom
  Mara
  Naga, Dark
  Nishruu
  Ogre, Ice Spire
  Ogre, Ice Spire, Chieftain
  Ogre, Ice Spire, Cabalist
  Ogre, Ice Spire, Blood Dancer
  Phaerimm
  Pterafolk
  Quelzarn
  Scalamagdrion
  Sharn
  Strider, Giant
  Thylacine
  Unicorn, Black
  Wemic
  Huge
  Dark Tree
  Demon, Ghour
  Dracohydra
  Dragon, Brown, Adult
  Dragon, Deep, Ancient
  Dragon, Fang, Adult
  Dragon, Mercury, Ancient
  Dragon, Yellow
  Giant, Fog
  Giant, Mountain
  Giant, Phaerlin
  Ibrandlin
  Lizard, Fire
  Lizard, Minotaur
  Mantidrake, Red
  Tomb Trapper
  Wyvern Drake
  Wood Man
  Gargantuan
  Dragon, Brown, Ancient
  Dragon, Fang, Ancient
  Tempest
  
  91
  Monsters by Type and Subtype
  Monsters by type
  Aberration
  Beholder Mage
  Beholder, Death Kiss
  Beholder, Elder Orb
  Beholder, Gouger
  Deepspawn
  Firestar
  Foulwing
  Laraken
  Nishruu
  Nishruu ,Hakeashar
  Nyth
  Phaerimm
  Sharn
  Vampiric Mist
  Vampiric Mist, Crimson Death
  Vampiric Mist, Scarlet Dancer
  Volt
  Wizshade
  Xantravar
  Beast
  Aurumvorax
  Cat, Sand
  Elephant Bird
  Lizard, Minotaur
  Raven, Great
  Celestial
  Asperii
  Lammasu
  Reverend One
  Unicorn, Black
  Construct
  Golem, Gemstone, Diamond
  Golem, Gemstone, Emerald
  Golem, Gemstone, Ruby
  Golem, Lightning
  Golem, Magic
  Tomb Trapper
  Dragon
  Dracohydra
  Dragon, Brown
  Dragon, Deep
  Dragon, Fang
  Dragon, Mercury
  Dragon, Yellow
  Ibrandlin
  Scalamagdrion
  Wyvern Drake
  Elemental
  Nightshade
  Tempest
  Fey
  Cat, Luck Eater
  Frost
  Hag, Bheur
  Hamadryard
  Hybsil
  Mara
  Nereid
  Shatjan
  Silver Dog
  Fiend
  Demon, Arrow
  Demon, Rat-Fiend
  Demon, Ghour
  Giant
  Giant, Phaerlin
  Giant, Fog
  Giant, Mountain
  Ogre, Ice Spire
  Ogre, Ice Spire, Chieftain
  Ogre, Ice Spire, Cabalist
  Ogre, Ice Spire, Blood Dancer
  Humanoid
  Alaghi
  Bainligor
  Chitine
  Chosen One
  Dragonkin
  Dwarf, Innugaakalikurit
  Dwarf, Urdunnir
  Dwarf, Wild
  Elf, Aquatic
  Elf, Avariel
  Elf, Rockseer
  Firenewt
  Gibberling
  Goblin, Dekanter
  Laerti
  Laerti, Stingtail
  Loxo
  Lycanthrope, Lythari
  Lycanthrope, Werebat
  Lycanthrope, Werecrocodile, Cleric 
  of Sebek
  Lycanthrope, Wereshark
  Manni
  Meazel
  Neo-Orog, Black
  Neo-Orog, Red
  Neshezu
  Norker
  Ondonti
  Ondonti Soldier
  Pterafolk
  Shalarin
  Skum
  Skum Renegade
  Xvart
  Monstrosity
  Banelar
  Bat, Deep, Azmyth
  Bat, Deep, Night Hunter
  Bat, Deep, Sinister
  Beguiler
  Cat, Change
  Cat, Elven
  Chitine, Choldrith
  Darkenbeast
  Darktentacles
  Disenchanter
  Displacer Serpent
  Doppelgänger, Greater
  Dracimera, Green
  Fachan
  Gambado
  Hendar
  Leucrotta
  Leucrotta, Greater
  Lizard, Fire
  Magedoom
  Mantidrake, Red
  Myrlochar
  Naga, Dark
  Quelzarn
  Strider, Giant
  Thylacine
  Wemic
  Ooze
  Aballin
  Ghaunadan
  Plant
  Dark Tree
  Wood Man
  Undead
  Arch-Shadow
  Arch-Shadow, Demi-Shade
  Bainligor, Reverend One
  Banedead
  Baneguard
  Baneguard, Direguard
  Bat, Deep, Bonebat
  Blazing Bones
  Burnbones
  Curst
  Dread
  Dread Warrior
  Inquisitor
  Lich, Alhoon
  Lich, Baelnorn
  Lich, Banelich
  Monsters by Subtype
  Beholder
  Beholder Mage
  Beholder, Death Kiss
  Beholder, Elder Orb
  Beholder, Gouger
  Demon
  Demon, Rat-Fiend
  Demon, Ghour
  Dwarf
  Dwarf, Innugaakalikurit
  Dwarf, Urdunnir
  Dwarf, Wild
  Elf
  Elf, Rockseer
  Elf, Avariel
  Elf, Aquatic
  Lich, Baelnorn
  Lycanthrope, Lythari
  Goblinoid
  Goblin, Dekanter
  Norker
  Human
  Lycanthrope, Werebat
  Lycanthrope, Werecrocodile
  Lycanthrope, Werecrocodile, Cleric 
  of Sebek
  Lycanthrope, Wereshark
  Orc
  Neo-Orog, Red
  Neo-Orog, Black
  Ondonti
  Ondonti Soldier
  Shapechanger
  Cat, Change
  Doppelgänger, Greater
  Ghaunadan
  Leucrotta, Greater
  Lycanthrope, Lythari
  Lycanthrope, Werebat
  Lycanthrope, Werecrocodile
  Lycanthrope, Werecrocodile, Cleric 
  of Sebek
  Lycanthrope, Wereshark
  Pterafolk
  Swarm
  Vampiric Mist, Scarlet Dancer
  
  92
  Monsters by Alignment
  Lawful Good
  Lammasu
  Lich, Baelnorn (85%)
  Ondonti
  Neutral Good
  Asperii
  Elf, Avariel
  Frost
  Hybsil
  Reverend One (50%)
  Chaotic Good
  Dragon, Mercury
  Elf, Aquatic
  Giant, Fog (50%)
  Lycanthrope, Lythari
  Reverend One (50%)
  Wood Man
  Lawful Neutral
  Bat, Deep, Sinister
  Dwarf, Innugaakalikurit
  Dwarf, Wild
  Ibrandlin
  Lich, Baelnorn (15%)
  Ondonti Soldier
  Shalarin
  Shatjan
  Tomb Trapper
  Neutral
  Aballin
  Alaghi
  Beguiler
  Cat, Elven
  Disenchanter
  Dwarf, Urdunnir
  Elf, Rockseer
  Firestar
  Hamadryard
  Hendar (50%)
  Loxo
  Raven, Great (75%)
  Scalamagdrion
  Silver Dog
  Thylacine
  Wemic
  Chaotic Neutral
  Bat, Deep, Azmyth
  Cat, Luck Eater
  Curst
  Dragon, Fang
  Gambado
  Nereid (75%)
  Nishruu
  Nishruu, Hakeashar
  Sharn
  Tempest
  Wizshade
  Lawful Evil
  Banedead
  Beholder, Elder Orb
  Dragonkin
  Goblin, Dekanter
  Inquisitor
  Laerti
  Laerti, Stingtail
  Lich, Banelich
  Magedoom
  Naga, Dark
  Neo-Orog, Red
  Neo-Orog, Black
  Skum
  Neutral Evil
  Arch-Shadow
  Arch-Shadow, Demi-Shade
  Bainligor
  Bainligor, Reverend One
  Baneguard
  Baneguard, Direguard
  Banelar
  Bat, Deep, Bonebat
  Bat, Deep, Night Hunter
  Beholder Mage
  Beholder, Death Kiss
  Beholder, Gouger
  Burnbones
  Chitine
  Dark Tree
  Darkenbeast
  Doppelgänger, Greater
  Dragon, Brown
  Dread Warrior
  Fachan
  Firenewt
  Giant, Phaerlin
  Hendar (50%)
  Leucrotta, Greater
  Lich, Alhoon
  Lycanthrope, Werebat
  Lycanthrope, Werecrocodile
  Lycanthrope, Werecrocodile, Cleric of Sebek
  Lycanthrope, Wereshark
  Mantidrake, Red
  Myrlochar
  Nightshade
  Nyth
  Phaerimm
  Pterafolk
  Raven, Great (25%)
  Skum Renegade
  Vampiric Mist, Crimson Death
  Wyvern Drake
  Xantravar
  Chaotic Evil
  Blazing Bones
  Chitine, Choldrith
  Chosen One
  Darktentacles
  Deepspawn
  Demon, Arrow
  Demon, Ghour
  Demon, Rat-Fiend
  Displacer Serpent
  Dracimera, Green
  Dracohydra
  Dragon, Deep
  Dragon, Yellow
  Foulwing
  Ghaunadan
  Giant, Fog (50%)
  Giant, Mountain
  Gibberling
  Hag, Bheur
  Laraken
  Leucrotta
  Manni
  Mara
  Meazel
  Nereid (25%)
  Neshezu
  Norker
  Ogre, Ice Spire
  Ogre, Ice Spire, Chieftain
  Ogre, Ice Spire, Cabalist
  Ogre, Ice Spire, Blood Dancer
  Unicorn, Black
  Vampiric Mist
  Xvart
  Unaligned
  Aurumvorax
  Cat, Change
  Cat, Sand
  Dread
  Elephant Bird
  Golem, Gemstone, Ruby
  Golem, Gemstone, Emerald
  Golem, Gemstone, Diamond
  Golem, Lightning
  Golem, Magic
  Lizard, Fire
  Lizard, Minotaur
  Quelzarn
  Strider, Giant
  Vampiric Mist, Scarlet Dancer
  Volt
  
  93
  Monsters by Environment
  These lists organise monsters by 
  environment. Monsters that don't 
  customarily inhabit any of the envi-
  ronments listed here and those that 
  can be found in many different ones 
  are omitted.
  Arctic Monsters
  Dwarf, Innugaakalikurit
  Frost
  Mara
  Ogre, Ice Spire
  Shatjan
  Coastal Monsters
  Fachan
  Hendar
  Nereid
  Skum
  Xantravar
  Desert Monsters
  Beguiler
  Cat, Sand
  Dragon, Brown
  Dragon, Yellow
  Lammasu
  Lizard, Fire
  Forest Monsters
  Alaghi
  Aurumvorax
  Beholder, Death Kiss
  Cat, Elven
  Displacer Serpent
  Dwarf, Wild
  Firestar
  Hamadryad
  Hybsil
  Lycanthrope, Lythari
  Neshezu
  Nightshade
  Nyth
  Silver Dog
  Thylacine
  Grassland Monsters
  Cat, Change
  Disenchanter
  Elephant Bird
  Greatswan
  Loxo
  Manni
  Ondonti
  Wemic
  Hill Monsters
  Firestar
  Gambado
  Giant, Fog
  Leucrotta
  Leucrotta, Greater
  Lizard, Minotaur
  Mountain Monsters
  Asperii
  Aurumvorax
  Dragon, Fang
  Dragon, Mercury
  Elf, Avariel
  Firenewt
  Foulwing
  Giant, Mountain
  Goblin, Dekanter
  Lizard, Minotaur
  Ogre, Ice Spire
  Strider, Giant
  Swamp Monsters
  Dark Tree
  Darktentacles
  Drachydra
  Fachan
  Giant, Fog
  Hendar
  Laraken
  Leucrotta
  Leucrotta, Greater
  Lycanthrope, Werecrocodile
  Quelzarn
  Underdark Monsters
  Bainligor
  Bat, Deep, Azmyth
  Bat, Deep, Bonebat
  Bat, Deep, Night Hunter
  Bat, Deep, Sinister
  Beholder Mage
  Beholder, Death Kiss
  Beholder, Elder Orb
  Beholder, Gouger
  Chitine
  Chitine, Choldrith
  Deepspaw
  Dragon, Deep
  Dwarf, Urdunnir
  Elf, Rockseer
  Ghaunadan
  Giant, Phaerlin
  Gibberling
  Ibrandlin
  Lich, Alhoon
  Lizard, Fire
  Meazel
  Phaerimm
  Sharn
  Thylacine
  Underwater Monsters
  Elf, Aquatic
  Lycanthrope, Wereshark
  Nereid
  Quelzarn
  Shalarin
  Urban Monsters
  Aballin
  Curst
  Doppelgänger, Greater
  Ghaunadan
  Inquisitor
  Quelzarn
  Skum
  
  94
  Monster Index
  A
  Aballin  .................................................................3
  Alaghi  ...................................................................3
  Alhoon  ...............................................................56
  Alhoon Template  .............................................56
  Aquatic Elf  ........................................................41
  Arch-Shadow ......................................................4
  Demi-Shade  ............................................4
  Arctic Dwarf  .....................................................38
  Arrow Demon  ..................................................22
  Asabi  ..................................................................53
  Asperii  .................................................................4
  Avariel  ................................................................40
  Azmyth  .................................................................9
  B
  Baelnorn ............................................................57
  Baelnorn Template  .........................................58
  Bainligor ..............................................................5
  Reverend One  .........................................5
  Banedead  ............................................................6
  Baneguard  ..........................................................7
  Direguard  ................................................7
  Banelar  ................................................................8
  Banelich  .....................................................58, 59
  Bat  ........................................................................9
  Azmyth  .....................................................9
  Bonebat  ....................................................9
  Night Hunter  ........................................ 10
  Sinister  .................................................. 10
  Werebat  ................................................. 62
  Bat, Deep  ............................................................9
  Azmyth  .....................................................9
  Bonebat  ....................................................9
  Night Hunter  ........................................ 10
  Sinister  .................................................. 10
  Beguiler  .............................................................10
  Beholder  ............................................................11
  Beholder Mage  .................................... 11
  Death Kiss  ............................................ 11
  Elder Orb  .............................................. 12
  Gouger  ................................................... 12
  Beholder Mage  ................................................11
  Bheur  .................................................................51
  Black Neo-Orog  ...............................................68
  Black One  .........................................................64
  Black Unicorn  ..................................................82
  Blazing Bones  ..................................................14
  Blood Dancer  ...................................................72
  Blue Hag  ...........................................................51
  Bonebat  ...............................................................9
  Bones, Blazing  .................................................14
  Brown Dragon  .................................................27
  Burnbones  ........................................................14
  C
  Cat  ......................................................................15
  Change  .................................................. 15
  Elven  ...................................................... 15
  Luck Eater  ............................................ 15
  Sand ....................................................... 15
  Change Cat  .......................................................15
  Charm Death Tyrant (Spell)  ..........................12
  Chimera, Dracimera  .......................................25
  Chitine  ...............................................................16
  Choldrith  ............................................... 17
  Choldrith  ...........................................................17
  Chosen One  ......................................................17
  Cleric of Sebek  ................................................63
  Create Chosen One (Spell)  ...........................17
  Create Darkenbeast (Spell) ...........................20
  Crimson Death  ................................................84
  Crocodile
  Werecrocodile  ...................................... 62
  Curst Template  ................................................18
  D
  Dancer, Scarlet  ................................................84
  Darkenbeast  .....................................................19
  Dark Naga  .........................................................67
  Darktentacles  ...................................................20
  Dark Tree  ..........................................................19
  Death, Crimson  ...............................................84
  Death Kiss  ........................................................11
  Deep Bat  .............................................................9
  Azmyth  .....................................................9
  Bonebat  ....................................................9
  Night Hunter  ........................................ 10
  Sinister  .................................................. 10
  Deep Dragon  ....................................................29
  Deepspawn  .......................................................21
  Dekanter Goblin  ..............................................47
  Demi-Shade  ........................................................4
  Demon  ...............................................................22
  Arrow  ..................................................... 22
  Ghour  .................................................... 22
  Rat-Fiend  .............................................. 23
  Diamond Golem  ..............................................49
  Direguard  ............................................................7
  Disenchanter  ....................................................23
  Displacer Serpent  ...........................................24
  Dog, Silver  ........................................................78
  Doppelganger, Greater  ...................................25
  Dracimera  .........................................................25
  Green Dracimera  ................................ 25
  Dracohydra  .......................................................26
  Dragon  ...............................................................27
  Brown  .................................................... 27
  Deep ....................................................... 29
  Purple  .................................................... 29
  Scalamagdrion  .................................... 76
  Dragonkin  .........................................................37
  Drake, Wyvern  .................................................86
  Blue Wyvern Drake  ............................ 86
  Dread Warrior  ..................................................37
  Dread Warrior Template  ................................38
  Dryad, Hamadryad  .........................................51
  Dwarf  .................................................................38
  Arctic  ..................................................... 38
  Innugaakalikurit  .................................. 38
  Jungle  ..................................................... 38
  Orecutter ............................................... 38
  Urdunnir  ............................................... 38
  Wild  ........................................................ 38
  E
  Eater of Magic ..................................................70
  Elder Orb  ..........................................................12
  Elf  .......................................................................40
  Aquatic  .................................................. 41
  Avariel .................................................... 40
  Lich  ........................................................ 57
  Lythari  ................................................... 61
  Reverend One  ...................................... 76
  Rockseer  ............................................... 40
  Sea  ......................................................... 41
  Winged  .................................................. 40
  Elven Cat  ...........................................................15
  Emerald Golem  ...............................................48
  F
  Fachan  ...............................................................41
  Fiend, Rat  .........................................................23
  Fire Lizard  ........................................................60
  Firenewt  ............................................................42
  Firestar  ..............................................................43
  Fog Giant  ..........................................................45
  Foulwing  ...........................................................43
  Frost  ...................................................................44
  G
  Gambado ...........................................................44
  Gemstone Golem  ............................................48
  Diamond  ............................................... 49
  Emerald  ................................................ 48
  Ruby  ....................................................... 48
  Ghaunadan  .......................................................45
  Ghour  .................................................................22
  Giant  ..................................................................45
  Fog  ......................................................... 45
  Mountain  ............................................... 46
  Phaerlin  ................................................ 46
  Giant Strider  ....................................................80
  Gibberling  .........................................................47
  Goblin, Dekanter  .............................................47
  Goblinoid
  Dekanter Goblin  .................................. 47
  Norker  ................................................... 71
  Golem  ................................................................48
  Diamond  ............................................... 49
  Emerald  ................................................ 48
  Gemstone
  Diamond  ......................................... 49
  Emerald  .......................................... 48
  Ruby  ................................................ 48
  Lightning ............................................... 49
  Magic  ..................................................... 49
  Ruby  ....................................................... 48
  Gouger  ...............................................................12
  Greater Doppelganger  ...................................25
  Greater Leucrotta  ...........................................55
  Great Raven ......................................................75
  Green Dracimera  ............................................25
  Gruumshkin  .....................................................41
  H
  Hag
  Bheur  ..................................................... 51
  Blue  ........................................................ 51
  Hakeashar .........................................................70
  Hamadryad  .......................................................51
  Hendar  ...............................................................52
  Horror, Stinging ...............................................87
  Human
  Werebat  ................................................. 62
  Werecrocodile  ...................................... 62
  Wereshark  ............................................ 63
  Hybsil  .................................................................52
  Hydra, Dracohydra ..........................................26
  
  95
  I
  Ibrandlin ............................................................53
  Ice Spire Ogre  ..................................................72
  Ice Spire Ogre Cabalist ..................................73
  Ice Spire Ogre Chieftain  ................................73
  Illithid Lich  .......................................................56
  Illithilich  ............................................................56
  Inquisitor ...........................................................53
  J
  Jumping Tiger  ..................................................81
  Jungle Dwarf  ....................................................38
  K
  Kara  ...................................................................64
  L
  Laerti  .................................................................53
  Stingtail  ................................................. 54
  Lammasu  ..........................................................54
  Laraken  .............................................................55
  Leucrotta  ...........................................................55
  Greater Leucrotta  ............................... 55
  Lich  ....................................................................56
  Alhoon  ................................................... 56
  Baelnorn  ............................................... 57
  Banelich  ..........................................58, 59
  Elven  ...................................................... 57
  Illithilich  ................................................ 56
  Mind Flayer  .......................................... 56
  Lightning Golem  .............................................49
  Living Water  .......................................................3
  Lizard  .................................................................60
  Fire  ......................................................... 60
  Minotaur  ............................................... 60
  Loxo  ...................................................................61
  Luck Eater  ........................................................15
  Lycanthrope ......................................................61
  Lythari  ................................................... 61
  Werebat  ................................................. 62
  Werecrocodile  ...................................... 62
  Cleric of Sebek  .............................. 63
  Wereshark  ............................................ 63
  M
  Mage, Beholder  ...............................................11
  Magedoom  ........................................................64
  Magic Golem  ....................................................49
  Manni  .................................................................64
  Manticore, Mantidrake  ..................................65
  Mantidrake  .......................................................65
  Mantiger  ............................................................81
  Mara  ...................................................................65
  Meazel  ...............................................................66
  Mind Flayer Lich  .............................................56
  Minotaur Lizard ...............................................60
  Mist
  Crimson Death  .................................... 84
  Scarlet Dancer  .................................... 84
  Vampiric  ................................................ 83
  Mountain Giant  ................................................46
  Myrlochar  ..........................................................67
  N
  Naga, Dark  ........................................................67
  Neo-Orog  ...........................................................68
  Black  ...................................................... 68
  Red  ......................................................... 68
  Nereid  ................................................................69
  Neshezu .............................................................68
  Newt, Fire  .........................................................42
  Night Hunter  ....................................................10
  Nightshade  .......................................................69
  Nishruu ..............................................................70
  Hakeashar  ............................................ 70
  Norker ................................................................71
  Nyth  ....................................................................72
  O
  Ogre  ...................................................................72
  Ice Spire  ................................................ 72
  Blood Dancer ................................. 72
  Cabalist  ........................................... 73
  Chieftain  ......................................... 73
  Ondonti ..............................................................73
  Soldier  ................................................... 73
  Orb, Elder  .........................................................12
  Orc
  Neo-Orog  .............................................. 68
  Ondonti  ................................................. 73
  Orecutter Dwarf  ..............................................38
  Orog, Neo  ..........................................................68
  P
  Phaerimm  .........................................................74
  Phaerlin Giant  .................................................46
  Pterafolk  ...........................................................74
  Purple Dragon  .................................................29
  Q
  Quelzarn  ............................................................75
  R
  Rashemi Monster
  Bheur  ..................................................... 51
  Wood Man  ............................................ 87
  Rat-Fiend  ..........................................................23
  Raven, Great .....................................................75
  Red Mantidrake  ...............................................65
  Red Neo-Orog  ..................................................68
  Red Wizard Monster
  Chosen One  .......................................... 17
  Darkenbeast  ......................................... 19
  Gemstone Golem
  Diamond  ......................................... 49
  Emerald  .......................................... 48
  Ruby  ................................................ 48
  Neo-Orog  .............................................. 68
  Ondonti  ................................................. 73
  Renegade Skum  ..............................................79
  Reverend One  ..................................................76
  Reverend One, Bainligor  .................................5
  Rockseer  ...........................................................40
  Ruby Golem  ......................................................48
  S
  Sand Cat  ...........................................................15
  Scalamagdrion  ................................................76
  Scarlet Dancer  .................................................84
  Sea Elf  ...............................................................41
  Sebek, Cleric of  ...............................................63
  Serpent, Displacer  ..........................................24
  Shade, Demi- ......................................................4
  Shadow, Arch-  ....................................................4
  Shalarin  .............................................................77
  Shapechanger
  Change Cat  ........................................... 15
  Doppelganger, Greater ....................... 25
  Ghaunadan  ........................................... 45
  Lythari  ................................................... 61
  Pterafolk  ............................................... 74
  Werebat  ................................................. 62
  Werecrocodile  ...................................... 62
  Wereshark  ............................................ 63
  Shark
  Wereshark  ............................................ 63
  Sharn  .................................................................77
  Enchanter  ............................................. 77
  Shatjan  ..............................................................78
  Silver Dog  .........................................................78
  Sinister  ..............................................................10
  Skeleton
  Blazing Bones  ...................................... 14
  Burnbones  ............................................ 14
  Skum  .................................................................79
  Skum Renegade  ..............................................79
  Spell
  Charm Death Tyrant ........................... 12
  Create Chosen One  ............................ 17
  Create Darkenbeast  ........................... 20
  Spellshade  ........................................................85
  Steed, Wind  ........................................................4
  Stinging Horror  ...............................................87
  Stingtail  .............................................................54
  Strider, Giant  ....................................................80
  Swarm
  Scarlet Dancer  .................................... 84
  T
  Tempest  .............................................................81
  Template
  Alhoon  ................................................... 56
  Baelnorn  ............................................... 58
  Curst  ...................................................... 18
  Dread Warrior  ..................................... 38
  Thaalud  .............................................................82
  Thylacine  ...........................................................81
  Tiger, Jumping  ..................................................81
  Tomb Trapper  ...................................................82
  Tree, Dark  .........................................................19
  U
  Unicorn, Black  .................................................82
  Urdunnir  ...........................................................38
  V
  Vampiric Mist  ...................................................83
  Crimson Death  .................................... 84
  Scarlet Dancer  .................................... 84
  Volt  .....................................................................84
  W
  Warrior, Dread  .................................................37
  Wemic  ................................................................85
  Werebat  .............................................................62
  Werecrocodile  ..................................................62
  Cleric of Sebek  .................................... 63
  Wereshark .........................................................63
  Wild Dwarf  .......................................................38
  Wind Steed  .........................................................4
  Winged Elf  ........................................................40
  Wizshade  ..........................................................85
  Wood Man  .........................................................87
  Wood Wose  .......................................................69
  Wose, Wood  ......................................................69
  Wyvern Drake  ..................................................86
  Blue Wyvern Drake  ............................ 86
  X
  Xantravar  ..........................................................87
  Xvart  ...................................................................88
  
  Hordes of monsters escaped from the Realms into your 
  Dungeons & Dragons™ 5th Edition game! This books holds 
  more than a hundred monsters for use with the Forgotten 
  Realms™ Campaign Setting. From the dreaded Banelich 
  to the deadly beholder, from the deep dragon to the mage-
  doom, they are all here.  Battle the undead creations of the 
  Zhentarim, the magical creations of the Red Wizards of 
  Thay and the dangers of the Underdark!
  Welcome to the Forgotten Realms!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Monster books/Bestiary of Faerun v1.3.pdf