TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Karen Martin, Jack Kaiser
  Cover Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic 
  Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Adobe InDesign
  Special Thanks: 
  Kickstarter Backers
  Thank you for believing in me, when 
  all I had to prove myself was an idea, a 
  blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or 
  store on your hard drive—is a direct 
  result of your faith, and support.  I 
  can’t thank you enough.
  Hardened Completionists
  • Richard Loh
  • Jeremy Siemon
  • Paul S.
  • Richard “Eskimo” Jones
  • J Levine
  • Please do not add my name to the 
  credits
  • Jeremy Suiter, a.k.a. Barek Firebeard
  • Jeff “Sage” Trisoliere
  • Martin St-Laurent
  • Benjamin Bernard
  • Oliver Volland
  • Dr. Donald A. Turner
  • Nicholas Harvey
  • Thalji
  • Amadan
  • Bulldozers
  • Redfuji6
  • Jamie Van Lengen
  • Roger Haxton
  • H. Howell
  • Cally Harper
  • Steve “Sammeal” Reinhart
  • Charles Marshall
  • Rhel ná DecVandé
  • Stormraider
  Hardened Historians
  • Kary “Realm Master K” Williams
  • Luca Basset
  • Stephen P.D, Kelley
  • Stefan Friedl
  • Tobias Widlund
  • Justin Whitman
  • ZoZoBop
  • Richard Isaak
  • Paul Lukianchuk
  • Charles “Lukkychukky” Ulveling
  • Fettzer
  • Earl B. Bingham
  • Archania’s Workshop, LLC
  • J. David Porter
  • Kandy Dolan
  • Eggyz
  • V. Pesola
  Mayor
  • Bernie “Murkatos” McCormick
  Universal Historians
  • G. “Fluido” Fasano
  • Danny Wilson
  • Imban
  • Gregory McWhirter
  • David Stephenson
  • Delnurfin Feadiel
  Hardened Historians
  • Andrew Lotton
  • Robert Wiesehuegel
  • A Wong
  • J W Carroll
  • Scott Crandall
  • Anon
  • Martin Blake
  Historians
  • Lester Ward
  • Bartholomew Jackson
  • Andrew Weill
  • Robert McNeal
  • Étienne De Sloover
  • ANton H.
  • AinvarG
  • Ben Fowler
  • Sam Hillaire
  • MarsSenex
  • Aaron J. Schrader
  • Michael Schwan
  • Chris Sulat
  • Sam Rosenthal
  • Kevin J O’Brien
  • Nathan Blaylock
  • Stefan “Melwyn” Kruse
  • J. Michael Lanaghan
  • Jon R. Terry
  • Boberto
  • Brien “CriticalFailure” Borchardt
  • Cory Aughenbaugh
  • MICHAEL J BENENSKY
  Citizens
  • Oliver von Spreckelsen
  • Crispin Moakler
  • Jonathan Smith
  • Marc Margelli
  • Paul Fowler
  • Doug Berigan
  • Jordi Rabionet Hernandez
  • Simon Hunt
  • philippe Roby
  • Uwe Nagel
  • David vun Kannon
  • Joshua F. Knowles
  • Ryan Lynn
  • Joe Medica
  • Loren Siebold
  • Ed Kowalczewski
  • Anthony Allan
  • Bill Weir
  Colophon
  
  3
  Introduction
  Andrew Kei
  • Dwayne Hauser
  • Eagleam - Michael Plamondon
  • Eric - Eric Covill
  • Eric - Eric Bernier
  • Erica Jin - Erica Rapson
  • Eric Gilson
  • fontslinger - Michael Janney
  • Francis Gannon
  • Frank Gillilan
  • Frits Kuijlman
  • FUNgineer - Jonathan Shipman
  • Gaby Brillon
  • Glenn - Glenn Parker
  • Glenn Like
  • Graves - Zachary Grayer
  • Greg Traeger
  • Iain MacDougall
  • Isaac - Isaac Brewster
  • Jack Brown
  • Jacob Heuving
  • James - James Mould
  • Jarrett Martin
  • Jean-Nagual Taillefer
  • Jeffrey Osthoff
  • Jeremy Burger
  • Jhewett - Jason Hewett
  • Jim Dortch
  • J. Morris - Jacky Morris
  • Joel - Joel Grote
  • Joel McKinnon
  • John - John O’Connor
  • John Bowlin
  • John Gajdos
  • Jonathan Dean
  • Jon Giam - Jon M Giam
  • Jordan - Jordan Meader
  • Jordi Rabionet Hernandez
  • Jose Humberto Castorena Hernandez
  • J. Stewart - Joshua Stewart
  • Justin Martis
  • Kellgoth - Josh Gammell
  • Kenny Beecher
  • Kent Taylor
  • Kyle Ripley
  • LA - Leonard Glenroy Lie
  • Lee Perry
  • Lee Smith
  • Lynn Reed
  • Luke Winter
  • Lucas Horton
  • Love Smedfors
  • Martin Heim
  • Matthew J Weidman
  • Maatthew Speight
  • Michael Ackerman
  • Michael E- Michael Ehmer
  • Michael Waters
  • Michael Wood
  • Mike Douglas
  • Mike Wisnefsky
  • Mollath - Joseph Mollath
  • Morrison - Morrison Chandler 
  Liberman
  • Nathan - Nathan Hoy
  • Nathan - Nathan Best
  • Nathan Gross
  • Neil - Neil Coles
  • Nicholas Harvey
  • Nicholas Howie
  • Nick Esposito
  • Nick Fin - Nick Finocchiaro
  • nightwarden - Sean Babinsack
  • P Aguilera - Patricio Aguilera
  • Patrick Healey
  • Paul - Paul Mader Schramm
  • Paul Dawkins
  • Paul Scadden
  • pebtam - Kenneth Chu
  • Per Hansen the Prickly Pear
  • Phillip Nowicki
  • Phil Stepp
  • Quinn Parrott
  • Raf Bressel - Raphael Bressel
  • Rebecca Liu
  • Redfuji6 - Scott Kehl
  • Reto M. Kiefer
  • Rick Lindhorst
  • Robert Mullins
  • Robert O’Rourke
  • Robert Papp
  • Robert Seater
  • Rob James
  • Rolando - Rolando Fernandez
  • Ron Richmond
  • Ruben Flores
  • ryan - Ryan Zimmerman
  • Ryan - Ryan McCrary
  • Ryan Brauer
  • Ryan Scott - Ryan David Scott
  • Ryan von Rosenberg
  • Sage Hammons
  • seraphim_72 - Charles Town
  • Shamus - Shamus Nicholson
  • Shane Devine
  • Soluna - Michael S Walker
  • steffanie piche
  • Steffen Sorensen
  • Stephen - Stephen Peters
  • Steven Lord
  • Surtyr - Mike Bohlin
  • Tevio - Michael Schwerin
  • Christian Klein
  • Ender
  • Kothoga
  • Adam Jacobsen
  • Terry Adams
  • J.Goodwins
  • Kohuda
  • Andreas Monitzer
  • Jasper Akhkharu
  • Ashran Firebrand
  Passersby
  • J. Philip Ezrickson
  • Elton Robb
  Beastmasters
  • Aaron Askam
  • Aaron Dubreuil
  • Adam Guy Hygema
  • Adrian Playle
  • Alan Kain
  • Alex Beckham
  • Alex Norris
  • Andrew Strobl
  • Anthony Holloway
  • Barry Webster
  • Benjamin Billings
  • Benjamin Widmer
  • Billy - Dr William J Kennedy
  • Bishop618 - Michael LeVeque
  • Brandon Lundy
  • Brian Kaplinski
  • Brian Perlis
  • Brian Wilcox
  • Caleb Coppola
  • Calvin Dalais
  • CaptainNorway - Jim O’Sullivan
  • Casey Allen
  • Chris Carley
  • Chris Thelland
  • Christopher - Christopher Blum
  • Christopher Stoll
  • Connor - Connor O’Connell
  • Cori J. Handsaker
  • Cryolite - Mark Smit
  • Damion Meany
  • Dana Boychuk
  • Daniel Melssen
  • Daniel Smoak
  • Darklord - Mariusz Ciolkowski
  • David - David Chayet
  • David Lee Meese
  • davrion - David DeRocha
  • Denise MacPherson
  • Derek David Bruton
  • Donevan Gillespie
  • Douglas - Douglas Dickson
  • DragonsOfEverlastingDarkness - 
  
  4
  Introduction
  • Thomas - Thomas Weber
  • thompgc - Guy Thompson
  • Thorrmak - William Gillaspie
  • Tida - Reid Nishimura
  • Tim Baker
  • Timlorde - Timothy Millett
  • Timothy Jordan - Tim Jordan
  • Timothy N Turba
  • Thomas B. C. - Thomas Burgos
  • Topher Bostick - Christopher Bostick
  • TheDungeonTomb 
  • Travis Gudmunsen
  • Valentin Casonguay-Harvey
  • Viktor Davis
  • Vince Mulhollon
  • Vincent B Oettle
  • Wade Cottell
  • William Payne
  • Zachary Rademan
  • Zach Miller - Acumen Solutions
  • Zhaffar - Zakaria Haffar
  • Juergen barters
  • Brian A Johnson
  • Alan Peden
  • prwarrior04 - Benton Minges
  • Mark A - Mark M Asteris
  • Eric Sward - eric f sward
  • Daniel harris
  • Conclavidor - Kenneth Kurtz
  • Randy Smith
  • Sarah Marie Harrell
  • Josh Brubaker-Salcedo - Joshua 
  Brubaker
  • Iluvatar - Bastian Djuretic
  • Rostow - Christopher Hill
  • David Marion
  • David Franklin Queen
  Zoo Patrons
  • Aaron Harper
  • Aaron Smith
  • Blarghedy - Timothy McPherson
  • Callum Goulden
  • Daekai - Jared Wuest
  • Dane Patterson
  • David Egan
  • Debra Lieven
  • Erik Saltwell
  • Evan Myers
  • Francine Robert
  • Fred Ramsey
  • Jonathan Cork
  • kayla - kayla van stijn
  • Kenneth Bliss
  • Lars Christian Detlefsen
  • littleladyvader - Jessica Arnold-
  Harris
  • Loic Durand
  • Miguel - Miguel F Santiago Irizarry
  • Patrick Reynolds
  • Realm  Master K - Kary Realm Master 
  K Williams
  • Rudy Thauberger
  • Sam Eaton
  • Scott James
  • Scott Seeber
  • Steve Fortier
  • William Walters
  • xWorkerBeex - Martin Schroeder
  • Rainer Buschenhofen
  • Brian Chafin
  • Cory Gill - Cory D Gill
  • Jim Dortch
  • WarnarI - Jonathan Marshall 
  Woodland
  • Richard H. Lindhorst
  Zookeepers
  • Aaron Smith
  • Blarghedy - Timothy McPherson
  • Debra Lieven
  • Miguel - Miguel F Santiago Irizarry
  • Realm  Master K - Kary Realm Master 
  K Williams
  • Sam Eaton
  • Rainer Buschenhofen
  • Brian Chafin
  • Cory Gill - Cory D Gill
  • Jim Dortch
  • WarnarI - Jonathan Marshall 
  Woodland
  • Richard H. Lindhorst
  Xenophiles
  • Big_Fork - Austin Forkey
  • Karamu Phoenix - Callum Barnard
  • Thomas ziffer - Thomas O. Ziffer Jr
  Crunchmasters
  • Clint Doyle
  • Zeon - Dolan Ross Scherfel
  • Aaron Sheffield
  • Joel Mattson
  • Stephane Gelgoot
  • Wesley Brian Patke
  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  Aquilae: Bestiary of the Realm for Fifth Edition © 2020 J. 
  Evans Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, all 
  rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Some artwork courtesy Publisher’s Choice Quality Stock Art (c) Rick 
  Hershey / Fat Goblin Games.
  
  5
  Introduction
  Aquilae: Bestiary of the Realm is dedicated to my long-suffering wife, who, for countless dozens—in truth, well over a 
  hundred—evenings, endured my relentless clicking to bring the crunch herein to life.
  Dedication
  Dedication
  Foreward
  This project was born of two urgent desires, formed in the 
  early days of D&D.
  Back during the BECMI boxed-set era, I was in middle school, 
  and I discovered tabletop roleplaying games.  And I was in 
  love.  Deeply, irrevocably in love.  
  But my new love had two problems.  Teen romance, amirite?
  Firstly, she was picky.  Her published adventures stated 
  in bold font, right on their covers, that only PCs of certain 
  levels need apply.  I several times ignored her warning, and 
  ventured forth, only to discover the sensibility of her dictum, 
  for this way lies the path of either boredom or certain 
  destruction.  Though I saw the wisdom of her claims, still I 
  longed for an adventure more accessible to all: my PC got to 
  be 10th level, but her reward is to be closed off from newly-
  released adventures that gated her off in favor of “PCs of 4th 
  to 6th level”?  Similarly, just because my PC has gained in 
  power, she shouldn’t be intimidated by monsters of a certain 
  description any longer?  
  It seemed that somehow, it should be possible to fashion 
  adventure content that scales more dynamically.
  My new love’s second fault was actually one of my favorite 
  things about her: the Monstrous Compendium.  
  For those under a certain age reading this, a bit of context, 
  here.  In those days of limited entertainment options, the 
  Trapper Keeper was king.  It was the coolest, most essential 
  school supply.  Yeah, sure, it was really just a glorified three-
  ring binder.  But it was a binder you could make into pretty 
  much whatever combination of tools you felt you needed 
  (spoiler: you didn’t need any of it, not really).
  So when the AD&D Monstrous Compendium was released, it 
  felt in many ways like the ultimate culmination of geekery: 
  an RPG sourcebook that masqueraded as the coolest school 
  tool.  It made any DM feel like they were in a legitimate 
  profession, a job, a place of importance, and it added 
  authority to the gaming table.  
  Plus it was just damned cool.
  There was just one problem.  
  Monsters were presented alphabetically.  That was great; 
  made for some pretty easy reference and searching.  But 
  pages were printed back-to-back.  So, a single sheet might 
  contain information about two different monsters.  
  That was all well and good until you purchased your second 
  MC pack (remember Spelljammer?): what, then, to do, to 
  keep things alphabetized?  It was a frustrating hassle. 
  Now, you might well point out that it simply doesn’t matter 
  that much, to have every monster alphabetized.  And even 
  my middle-school self, in the moment, still realized the 
  futility and pointlessness of this irk.  It didn’t matter.  Not 
  really.  
  But it irked me still.
  Fast forward a few decades, and I just decided to do it my 
  own damn self.
  We’ve seen much of this come to pass, of course.  Video 
  games like the Elder Scrolls games implement scaling 
  monsters, so that an orc is a threat no matter how potent 
  your character becomes.  Playing brutally challenging games 
  such as the Dark Souls line, you have to always be careful of 
  even the very earliest beasties, lest your impatience lead to 
  your doom, regardless of how potent you have grown.
  Similarly, online resources like the Pathfinder SRD collect 
  monsters across a wide range of sources and present them 
  alphabetically.
  When I set out to create Dark Obelisk 1: Berinncorte, I knew 
  that I wanted it to be accessible, playable in earnest, by PCs 
  of any level.  
  That simple, middle-school naivete has now driven 
  thousands of pages of dynamic adventure content.
  And now, though this is but one volume of six, it has yielded 
  a true fulfillment of my middle-school-self’s desires.
  Here’s hoping it brings your gaming group joy.
  J. Evans Payne
  Malvern, Pennsylvania
  January 2020
  
  6
  Introduction
  Table of Contents
  Colophon 
  2
  Foreward 
  5
  Table of Contents 
  6
  About Infinium Game Studio 
  8
  FlexTale 
  9
  Introduction 
  11
  The Campaign World 
  19
  FlexAI 
  21
  Aasimar 
  42
  Abaia 
  44
  Aballonian 
  46
  Aboleth 
  48
  Achaierai 
  50
  Adaro 
  52
  Adherer 
  54
  Adlet 
  56
  Aeon (Akhana) 
  58
  Aeon (Bythos) 
  60
  Aeon (Paracletus) 
  62
  Aeon (Pleroma) 
  64
  Aeon (Theletos) 
  66
  Agathion (Avoral) 
  68
  Agathion (Cervapral) 
  70
  Agathion (Cervinal) 
  72
  Agathion (Cetaceal) 
  74
  Agathion (Draconal) 
  76
  Agathion (Leonal) 
  78
  Agathion (Silvanshee) 
  80
  Agathion (Vulpinal) 
  82
  Ahuizotl 
  84
  Akaruzug 
  86
  Akata 
  88
  Akhlut 
  90
  Allip 
  92
  Almiraj 
  94
  Alpluachra 
  96
  Alarune 
  98
  Aluum 
  100
  Amoeba (Giant) 
  102
  Amoeba Swarm 
  104
  Amphisbaena 
  106
  Android 
  108
  Anemone (Blue-Haired) 
  110
  Anemone (Coffin) 
  112
  Anemone (Common) 
  114
  Anemone (Darkforest) 
  116
  Anemone (Deep Tiger) 
  118
  Anemone (Giant Sea) 
  120
  Anemone (Siren’s Bed) 
  122
  Angazhani 
  124
  Angel (Astral Deva) 
  126
  Angel (Balisse) 
  128
  Angel (Cassisian) 
  130
  Angel (Choral) 
  132
  Angel (Iophanite) 
  134
  Angel (Monadic Deva) 
  136
  Angel (Movanic Deva) 
  138
  Angel (Planetar) 
  140
  Angel (Solar) 
  142
  Anglerfish 
  144
  Animate Dream 
  146
  Animated Object (Colossal) 
  148
  Animated Object (Gargantuan) 
  150
  Animated Object (Huge) 
  152
  Animated Object (Large) 
  154
  Animated Object (Medium) 
  156
  Animated Object (Small) 
  158
  Animated Object (Tiny) 
  160
  Ankheg 
  162
  Ankou 
  164
  Ant (Army Swarm) 
  166
  Ant (Giant) 
  168
  Ant (Queen) 
  170
  Ant (Worker) 
  172
  Ant Lion (Giant Adult) 
  174
  Ant Lion (Giant) 
  176
  Aoandon 
  178
  Ape (Dire) 
  180
  Ape (Gorilla) 
  182
  Apostasy Wraith 
  184
  Arcanotheign 
  186
  Aranea 
  188
  Archon (Harbinger) 
  190
  Archon (Hound) 
  192
  Archon (Lantern) 
  194
  Archon (Legion) 
  196
  Archon (Shield) 
  198
  Archon (Spyglass) 
  200
  Archon (Stag) 
  202
  Archon (Star) 
  204
  Archon (Trumpet) 
  206
  Arctic Fox 
  208
  Arctic Hare 
  210
  Arctic Tern 
  211
  Argus 
  212
  Armadillo 
  214
  Armorfish 
  215
  Ascomoid 
  216
  Assassin Bug 
  218
  Assassin Vine 
  220
  Astomoi 
  222
  Astral Leviathan 
  224
  Asura (Adhukait) 
  226
  Asura (Aghasura) 
  228
  Asura (Asurendra) 
  230
  Asura (Tripurasura) 
  232
  Asura (Upasunda) 
  234
  Ataxian 
  236
  Athach 
  238
  Atomie 
  240
  Attic Whisperer 
  242
  Aurumvorax 
  244
  Axe Beak 
  246
  Axe Beak (Terror Bird) 
  248
  Axiomite 
  250
  Azata (Bralani) 
  252
  Azata (Brijidine) 
  254
  Azata (Ghaele) 
  256
  Azata (Lillend) 
  258
  Azata (Veranallia) 
  260
  Azata (Lyrakien) 
  262
  Azer 
  264
  Azruverda 
  266
  Badger 
  268
  Badger (Dire) 
  270
  Bakejukira 
  272
  Baku 
  274
  Bandersnatch 
  276
  Banshee 
  278
  Baregara 
  280
  Barghest 
  282
  Barghest (Greater) 
  284
  Barometz 
  286
  Barracuda (Swamp) 
  288
  Basidirond 
  290
  Basilisk 
  292
  Basileus 
  294
  Bat 
  296
  Bat (Dire) 
  298
  Bat (Mobat) 
  300
  Bat (Skaveling) 
  302
  Bat (Sootwing) 
  304
  Bat Swarm 
  306
  Baykok 
  308
  Bear (Dire) 
  310
  Bear (Grizzly) 
  312
  Bear (Polar) 
  314
  
  7
  Introduction
  Bear (Polar, Dire) 
  316
  Bebilith 
  318
  Bee (Giant Queen) 
  320
  Bee (Giant) 
  322
  Bee-Man of Bellis 
  324
  Beetle (Fire) 
  326
  Beetle (Giant Stag) 
  328
  Beetle (Goliath Stag) 
  330
  Beetle (Scarab) 
  332
  Beetle (Slicer) 
  334
  Beetle (Stalk) 
  336
  Beheaded 
  338
  Beheaded (Belching, Flaming, Grabbing, Screaming) 
  340
  Beheaded (Familiar) 
  342
  Beheaded (Swarming) 
  344
  Behemoth (Tempest) 
  346
  Behemoth (Thalassic) 
  348
  Behemoth (Thunder) 
  350
  Behir 
  352
  Belker 
  354
  Berbalang 
  356
  Bhole 
  358
  Bhuta 
  360
  Black Claw Elite 
  362
  Black Magga 
  364
  Black Pudding 
  366
  Blast Shadow 
  368
  Blighted Fey Satyr 
  370
  Blindheim 
  372
  Blink Dog 
  374
  Boar 
  376
  Boar (Dire) 
  378
  Boar (Sargavan) 
  380
  Bodak 
  382
  Bodythief 
  384
  Bogeyman 
  386
  Boggard 
  388
  Boilborn (Abyssal) 
  390
  Boilborn (Blindborn) 
  392
  Boilborn (Infernal) 
  394
  Boilborn (Plagueborn) 
  396
  Boilborn 
  398
  Bonestorm 
  400
  Botfly (Giant) 
  402
  Botfly Swarm 
  404
  Brain Mole 
  406
  Brain Ooze 
  408
  Brethedan 
  410
  Brownie 
  412
  Bugbear 
  414
  Buggane 
  416
  Bulette 
  418
  Bumblebee (Giant) 
  420
  Bunyip 
  422
  Burleev 
  424
  Bustard 
  426
  Butterfly 
  428
  Cactus (Hunting) 
  430
  Cactus (Sniper) 
  431
  Calikang 
  432
  Caligni 
  434
  Calligraphy Wyrm 
  436
  Cameroceras 
  438
  Candlestone Courtier 
  440
  Capybara 
  442
  Carbuncle 
  444
  Carnivorous Blob 
  446
  Carnivorous Crystal 
  448
  Carrionstorm 
  450
  Caryatid Column 
  452
  Cat 
  454
  Cheetah 
  456
  Cat (Leopard) 
  458
  Cat (Margay) 
  460
  Cat (Saber-Toothed) 
  462
  Cat (Sea) 
  464
  Cat Sith 
  466
  Catfolk 
  468
  Caterpillar (Giant) 
  470
  Catoblepas 
  472
  Cattle 
  474
  Caulborn 
  476
  Cave Fisher 
  478
  Cayhound 
  480
  Cave Salamander 
  482
  Caypup 
  484
  Cecaelia 
  486
  Centaur 
  488
  Centipede (Giant Whiptail) 
  490
  Centipede (Giant) 
  492
  Centipede (Great Forest) 
  494
  Centipede (Hisser) 
  496
  Centipede (House) 
  498
  Centipede (Sewer) 
  500
  Centipede (Titan) 
  502
  Centipede Swarm 
  504
  Cephalophore 
  506
  Ceratioidi 
  508
  Cerberi 
  510
  Cerebric Fungus 
  512
  Ceru 
  514
  Chained Spirit 
  516
  Chalkost 
  518
  Chalicotherium 
  520
  Chaneque 
  522
  Chaos Beast 
  524
  Charau-Ka 
  526
  Charda 
  528
  Charnel Colossus 
  530
  Charybdis 
  532
  Chemnosit (The Monarch Worm) 
  534
  Chicken 
  536
  Chimera (Black-Headed) 
  538
  Chimera (Blue-Headed) 
  540
  Chimera (Green-Headed) 
  542
  Chimera (Red-Headed) 
  544
  Chimera (White-Headed) 
  546
  Chimpanzee 
  548
  Choker 
  550
  Chupacabra 
  552
  Chuspiki 
  554
  Chuul 
  556
  Cloaker 
  558
  Clockwork Dragon (Adamantine, Acid) 
  560
  Clockwork Dragon (Adamantine, Acid, Infiltrator) 
  562
  Clockwork Dragon (Adamantine, Acid, Destroyer) 
  564
  Clockwork Dragon (Adamantine, Fire) 
  566
  Clockwork Dragon (Adamantine, Flaming Tar) 
  568
  Clockwork Dragon (Adamantine, Rust) 
  570
  Clockwork Dragon (Adamantine, Sleep) 
  572
  Clockwork Dragon (Mithral, Acid) 
  574
  Clockwork Dragon (Mithral, Infiltrator) 
  576
  Clockwork Dragon (Mithral,  Destroyer) 
  578
  Clockwork Dragon (Mithral, Fire) 
  580
  Clockwork Dragon (Mithral, Flaming Tar) 
  582
  Clockwork Dragon (Mithral, Rust) 
  584
  Clockwork Dragon (Mithral, Sleep) 
  586
  Clockwork Familiar 
  588
  Open Gaming License (OGL) 
  590
  
  8
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers referees, 
  players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice 
  and veteran gaming groups.  As a result, they must contain 
  everything a novice GM might need to react quickly to his/
  her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the setting, 
  context, environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in 
  multiple books.  It’s so exceedingly rare that an adventure 
  contain all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, 
  and extensive Maps are an essential part of any shared-
  storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for 
  the PCs to explore any aspect of the content.  All too often, 
  an otherwise outstanding adventure will fail to provide 
  for a major percentage of its content.  If there are twenty 
  buildings in a town, but maps for only two of them-well, 
  it’s fairly apparent where the Big Bad is going to be holed 
  up!  Not every map will be riddled with secret passages, 
  custom random encounters, and combat, but there should 
  be something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page 
  sourcebook be boring and repetitive.  Striking the right 
  balance between over-padding and under-describing is 
  challenging, but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  
  9
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game adventure 
  content dynamic and interesting.  A module created using 
  FlexTale is different each time it is run.  Treasure, monsters, 
  plot activities, NPC backstories and character arcs, and 
  various actions and plot elements can all occur differently.  
  Differences can occur 
  using the roll of dice, 
  or the GM can simply 
  choose the content 
  that s/he prefers or 
  feels would be most engaging to the play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers to 
  anything in an adventure that can be modified.  Whether one 
  NPC is in love with another, or who murdered the vagrant 
  in the alley behind the town pub—FlexTale dynamic content 
  makes it possible to have several explanations or paths 
  through a story.
  Dynamic Content is made possible by something called a 
  FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots and lots 
  of tables, in many cases!  Typically, these tables are two-
  column, or perhaps three-column: you have one column that 
  lists the dice roll result, and you reference that row as the 
  outcome of the randomization.  This is all well and good, 
  but it limits the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen in the 
  game that you might want to impact those outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in the 
  treasure chest” table that requires rolling a 
   d100.  You 
  roll a d100, and then you look up which row your roll falls 
  into, and then you get your single result.  Interesting, to be 
  sure, and it definitely provides for some variability… but the 
  extent of that variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average Reward
  3d12 gp, a gold-hilted dagger 
  worth 10 pp, and two potions 
  of cure light wounds.
  D%
  Result
  Description
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is that 
  they have multiple columns to represent dice rolls.  Each 
  of the columns represents a different situation or set of 
  conditions under which that column is used to reference the 
  result.  
  This seemingly simple change is used to make all of the 
  following possible:
  • Differences in probabilities for the individual outcomes.
  • “Scalable” monsters and rewards that more appropriately 
  match the level and power of the PCs.
  • Proportional rewards, measured against the strength of a 
  relationship or other conditions.
  • Circumstantial content, restricted to certain conditions 
  or prerequisites.
  “: Sample Treasure Chest Contents” is the same table we 
  saw earlier, modified to be a FlexTable.
  Contexts
  In the above example, there are now four columns used to 
  indicate the range of the dice roll result.  These columns are 
  referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will have to 
  figure out which Context you should refer to.  In the above 
  table, the leftmost column is Context “A” (D%A), the next 
  one is “B”, and so on.  Each Context also indicates the dice 
  to be rolled—in this example, you roll the same dice (d%) in 
  each Context, but in some FlexTables, different dice may be 
  used.
  This straightforward example demonstrates the following 
  differences in converting a standard table into a FlexTable:
  Different Probabilities: Context C is the most favorable, 
  since it provides a much bigger range of rolls under which 
  you would receive the “Major Reward”.  Context B is the next 
  best, since it, too, expands the range that Context A has.
  Circumstantial Results: In Context D, not only are the 
  favorable outcomes less likely, but there is a fifth result row 
  that is only possible under this Context: “Cursed Reward”.  
  Determining Context: When you are called upon to roll on 
  this FlexTable, the adventure will use some description to 
  make it clear which Context to use.  In the above example, 
  perhaps the Context is determined by how favorable the 
  party’s relationship is with a local wizard… but if the party 
  has fought or slain that wizard, then Context D is used to 
  What is FlexTale?
  What is FlexTale?
  
  10
  Introduction
  represent the soured atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The GM is 
  encouraged to use his/her common sense and judgement in 
  overriding this guidance as she/he sees fit based on the party 
  and how the game is going.  For example, a GM could choose 
  to reference a specific Context even though the prerequisites 
  aren’t met.  She could also choose to simply ignore the table 
  entirely, and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to improve 
  gameplay if necessary; unless you have a specific reason for 
  overruling the recommended use of a FlexTable, you should 
  try to use it as it was intended to be used.
  Here’s an example for the above table, assuming the example 
  of the contents of the treasure chest scaling to the nature of 
  the relationship the party has with the local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is Unfriendly or 
  Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, or if 
  the party has ever attacked the wizard (or slain her).
  This is an impressive-sounding title, but the goal is quite 
  simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two potions 
  of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a scroll of 
  fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and whomever 
  opens it is struck with a bestow curse spell (CL 8).
  
  11
  Introduction
  Introduction
  What Is This Book?
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • An authoritative listing of monsters for use in any 
  campaign setting, for adventuring parties of any size, and 
  any level.
  • A means of using any existing monster with adventures of 
  any level and difficulty.
  • A compendium of newly-created monsters, born of 
  inspiration from existing beasties you may already know 
  and love.
  • A single-source reference and repository, listing every 
  single possible monster in easy-to-reference alphabetical 
  order.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  Strengths
  This book is immensely valuable for GMs who want to 
  introduce a truly formidable amount of creatures into their 
  campaign, and to do so in a flexible manner.
  Prep Time: Aquilae: Bestiary of the Realm is a peerless 
  resource for GMs who want to minimize preparation time, 
  or who want to through new, unexpected combinations of 
  monsters at their players.
  Crunch: There is no other work that assembles, generates, 
  and makes available this level of pure crunch, of instantly-
  usable gaming statistics in an accessible format.  
  Single Point of Reference: Each monster entry is designed 
  to be self-contained, as much as possible: in nearly all cases, 
  you should be able to use the creature’s entry on its own, 
  without referencing any other publications or materials.
  Flexibility: If you’ve always been frustrated by the 
  restrictions of a given adventure being appropriate only “for 
  levels 4-6”, then this bestiary is for you!
  Rigor: Each and every one of the statblocks in this 
  tome was constructed using published game mechanics, 
  templates, rules, and resources.  Most have been playtested 
  in actual gaming groups, or simulated in extensive combat 
  scenarios across a range of PC compositions, levels, and 
  sizes.  Although every single monster is not going to pose 
  the identical challenge to every party—see “Weaknesses”, 
  below—every creature is constructed as best as possible to 
  represent that monster at that level of difficulty.
  Intelligence: The next section of this book introduces 
  FlexAI.  This is a revolutionarily complex, yet accessible, 
  means of simulating dynamic, contextually-appropriate 
  monster behavior in combat encounters.  Each and every 
  monster includes full FlexAI rules, including its combat 
  Role and variation, so you know how it is likely to behave in 
  combat.  This mechanic and approach takes the place of the 
  somewhat more pedestrian “Combat Behavior” description 
  that most bestiaries include alongside statblocks.  This 
  concept is explored in full, with hundreds of additional 
  resources and references, in the FlexAI Guidebook, usable on 
  its own, or as a valuable companion tome to this bestiary.
  Novelty: Of the 6,400 complete statblocks in this bestiary, 
  4,800 of them are entirely new, forged using existing game 
  mechanics, guidelines, templates, resources, and rules.  A 
  full 75% of the creatures described herein were created 
  solely for the purposes of letting GMs use monsters for 
  party levels above, or below, the levels “intended” originally 
  when the monsters were published to begin with.  In this 
  sense, this work is not only an assemblage of monsters in a 
  single repository, but also the single largest source of new 
  creatures ever conceived.
  Thoroughness: Every monster.  Ever.  Assembled in a single 
  place.  
  Integration with FlexTale: All Infinium Game Studio 
  adventures and other products use the FlexTale approach 
  to adventure content.  This innovative approach attempts 
  to make all adventure content accessible and appropriate to 
  all PC parties, of all levels.  Aquilae: Bestiary of the Realm 
  enables FlexTale support for every monster, ever published.
  Making Existing Adventures Dynamic: If you have 
  published adventures that do not use the FlexTale approach, 
  you can use this bestiary to adapt them to parties of any 
  level.
  Construction: Each and every monster has been “built” or 
  “constructed”, rather than simply fabricated.  The meaning 
  here is a little obtuse, so in more detail: each monster 
  has been incarnated from its starting statblock, and then 
  modified up and down as appropriate to generate the 
  resulting quartet of statblocks you find herein.  Hit dice have 
  been modified, feats granted, and other tricks to produce 
  contextually-appropriate scales of challenge.  Statblocks 
  have not simply been “fiddled with”, but rather templates 
  and other tools have been applied to generate the results you 
  see.  It would have been easier—SO MUCH easier!—to simply 
  fabricate statblocks and boosts, but this approach results in 
  much richer and more true-to-the-rules mechanics.
  When to Use This Book
  In short, turn to this book as a gaming tool when:
  • You want to run an adventuring session quickly, with zero 
  preparation.
  • You want to run an Infinium Game Studio adventure, or 
  another published adventure that leverages the FlexTale 
  approach to dynamic, scaled adventure content.
  • You want to introduce a monster that is not commonly 
  associated with the level that the PCs in your gaming 
  group currently are.
  • You want to surprise seasoned players with monsters 
  that they may dismiss as far beyond, or far beneath, their 
  capabilities.
  • You want the ease of having a single, authoritative 
  compendium of every single monster, ever, in a single 
  bookshelf of volumes.
  
  12
  Introduction
  • You want to introduce random, but contextually 
  appropriate, artificial intellligence-driven behavior to 
  monsters in your adventures.
  What This Book is NOT
  What This Book is NOT
  This book is intended to be a plethora, and not necessarily 
  a panacea.  It sets out to create the most flexible, most 
  complete, and most ambitious set of monsters ever 
  assembled in a bestiary, and in that regard, it excels without 
  peer.
  Many bestiaries of entirely new, custom monsters include 
  rich artwork, lavish backstories, and other features.  That is 
  not the goal of this book, and it does not set out to achieve 
  this in any way.  Other adventures, books, and products from 
  Infinium Game Studios include this approach and level of 
  detail; for the monsters included in Aquilae: Bestiary of the 
  Realm, this approach would not be appropriate.
  Artwork: It is neither logistically, nor financially, feasible to 
  include artwork for each and every monster.  In most cases, 
  the monsters in question are either well-known to veteran 
  players, or existing artwork is easily available for reference 
  in other sources.
  Conciseness: By nature, definition, and intent, this bestiary 
  is not perfectly efficient.  There is repetition.  There is 
  repetition.*  Some special abilities and apply to more than 
  one mosnter, so their descriptions may appear multiple times 
  throughout the text.  This is by design, and for two reasons: 
  first, to ensure that each entry is self-contained as much as 
  is feasible.  And second, because even though the majority of 
  a creature’s special ability description may be shared with 
  that of another monster’s, it may vary slightly.
  * Bad jokes about game mechanics are hard to come by.
  Variable Difficulty: It is a lofty goal, to have every monster 
  appropriately presentable to PCs of any quantity and level.  
  Although this bestiary accomplishes everything it sets out 
  to do in this regard, it is simply impossible to effect this 
  perfectly.  
  All monsters are not meant to be an equal challenge to every 
  level, but to represent a roughly equivalent challenge at any 
  level.  Badgers, no matter what you do to their statblocks, 
  will always be little more than a nuisance.  Similarly, 
  a Tarrasque should always represent a potential party-
  annihilating setpiece foe.  Trying to make all monsters 
  be all things to all parties would be A) impossible, and B) 
  inappropriate.
  “Squishiness”: This word is a common shorthand, and 
  refers to how PCs of higher levels can easily defeat monsters 
  and other threats of lower levels.  Some of the monsters 
  herein are indeed “squishy”, in that although they may say 
  they are “Elite” level, PCs of higher levels may not view that 
  creature as a legitimate threat to their capabilities.  This is 
  frankly unavoidable, as to a certain extent, some monsters 
  are simply tougher than others.  Making a Chicken into a 
  threat appropriate to face Level 20 PCs would mean it is 
  unrecognizable as a Chicken.  Instead, interpret an “Elite” 
  Chicken as one that should be presented to higher-level 
  characters.  They will still be able to slay it just as easily, 
  if not much more easily, than they could the Low-caliber 
  Chicken’s statblock when they were lower level.
  “Impossibles”: Some monsters are completely, entirely, 
  inappropriate for lower-level adventurers, even if they’re 
  listed as “Low” difficulty level.  Level 2 PCs cannot hit a 
  monster with an insanely high Armor Class, no way around 
  it.  In these scenarios—most often with monsters with 
  Combat Roles of Elite or Solo—the monster is, and should 
  be, considered beyond the capabilities of characters of those 
  lower levels. 
  Instead, consider deploying the lower-Difficulty iterations 
  of such monsters as easier-to-defeat threats for higher-
  level PCs, or as “plot blockers” for low-level PCs.  Facing 
  a Tarrasque at Level 4, even in the context of the FlexTale 
  approach to things, should signal certain defeat to any party.
  Weaknesses: When NOT to Use 
  This Book
  Although Aquilae: Bestiary of the Realm was designed to 
  be the most complete, extensive, ambitious, and flexible 
  bestiary ever created, there are still cases where it’s perhaps 
  not the best solution. 
  When faced with the following scenarios, you may wish to 
  consider other alternatives.
  • Story: There is no adventure here.  Or, rather, there is 
  fodder to help fuel thosuands, endless, adventure... but 
  no true plot to speak of.  You knew that when you saw the 
  word “Bestiary” on the title, though.
  • Adventure Hooks: Some smaller bestiaries include 
  suggestions of how a given monster might be best 
  incorporated into your adventuring.  That was not the 
  intent in this tome.  There is no room for this, and besides, 
  in many cases, such tools are already available.
  • Background, Context, and “Flavor/Fluff”: This is a work 
  of crunch—of pure game mechanics, rules, and guidelines.  
  It is not a story, and does not provide a great deal of flavor 
  text for the monsters.  Most are well-known; descriptions 
  or “soft content” for others are already available 
  elsewhere.
  • Exacting Level-Scaled Context: This book strives to make 
  every creature available for use with any adventuring 
  party.  That’s not mechanically, or sanely, possible to 
  achieve to perfection.  In a gaming group that is ruthlessly 
  Rules as Written (RAW), with no flexibilty for fudging 
  dice, rounding up or down, or otherwise bending the 
  rules to ensure a good time versus compliance with 
  mathematics, then this bestiary is probably not the best 
  tool... and neither is the FlexTale approach to things in 
  general.
  • Perfect Challenge Rating Adherence: If you are using the 
  rules for creating encounters that use Challenge Rating as 
  an explicit mathematical guideline, then you may wish to 
  apply additional review and rigor to your process when 
  using Aquilae: Bestiary of the Realm (see How to Use 
  This Book, below).
  How to Use This Book
  How to Use This Book
  There is no wrong way to use Aquilae: Bestiary of the 
  Realm.  But it may help to consider a number of different 
  ways of using it... some of which may not have occured to 
  
  13
  Introduction
  you!
  With FTEG
  The FlexTale Encounter Generator (FTEG) is at the heart 
  of Infinium Game Studio’s approach to dynamic adventure 
  content.
  Used with this Bestiary, the FTEG contains encounter 
  FlexTables that allow GMs to generate contextually-
  appropriate combat encounters for PCs of any level, all with 
  a simple roll of the dice.
  With IGS Adventures
  All Infinium Game Studios adventures and products use 
  the FlexTale approach to dynamic adventure content.  As a 
  result, these adventures leverage monsters in this bestiary, 
  with no additional work needed.
  With Other Published Adventure 
  Content
  You can take any non-FlexTale adventure and adapt it to 
  be more appropriate to PCs of any level, rather than the 
  restriction of most published products being “levels X to Y”.  
  Simply take the monsters included in such adventures, and 
  use the version of that monster that’s most appropriate for 
  your PCs’ level.
  With Homebrew Content
  For those who like to roll their own, this bestiary makes 
  creating combat encounters super easy: any monster can 
  appear as a threat to any PCs, so let your imagination run 
  wild!  Alternately, you can save yourself even more time by 
  using Aquilae: Bestiary of the Realm in concert with the 
  FlexTale Encounter Generator.
  Rarity
  The FlexTale Encounter Generator goes into elaborate 
  and fully-scaled detail for every monster, in every terrain 
  context.
  As a result, the Bestiary itself merely lists a quick shorthand 
  as to rarity, using the simple nomenclature of “Common”, 
  “Uncommon”, and “Rare”.
  Occurences
  Each monster lists whether it is encountered on its own, or 
  in a group.  This is useful for monsters that might otherwise 
  seem “squishy”; simply include more than just the one to up 
  the threat level.
  Challenge Rating
  The short version here is that CRs are not slavishly stringent 
  in Aquilae: Bestiary of the Realm.  It would be nearly 
  impossible to create CR-compliant listings for each monster.
  Instead, CRs listed herein reflect the Hit Dice of the creatures 
  and statblocks invovled.  In many cases, this means that the 
  CR listed is likely higher than you might expect, particularly 
  for “squishy” monsters who were “evolved” from lower-CR 
  origins.
  In these scenarios, recall that the FlexTale approach, and 
  the intent behind this Bestiary, is to present appropriate 
  challenges for parties of varying levels, not perfect threats 
  for exact levels.
  Common Creature Features
  Some Special Abilities and Feats are so pervasive, it 
  was neither possible nor feasible to include a complete 
  description each time the feature came up in monster 
  descriptions.
  Below please find a consolidated listing of these abilities.  
  Where applicable, these appear in the monster’s stat block, 
  commonly under the Special Abilities or Feats sections; the 
  complete description is simply not included in the latter text 
  of those monsters.
  Darkvision (Ex) Range 60 ft.; Darkvision is the 
  extraordinary ability to see with no light source at all, out 
  to a range specified for the creature. Darkvision is black 
  and white only (colors cannot be discerned). It does not 
  allow characters to see anything that they could not see 
  otherwise-invisible objects are still invisible, and illusions 
  are still visible as what they seem to be. Likewise, darkvision 
  subjects a creature to gaze attacks normally. The presence of 
  light does not spoil darkvision.
  Improved Natural Attack (X) Attacks made by one 
  natural weapon leaves vicious wounds. Choose one of the 
  creature’s natural attack forms. The damage for this natural 
  attack increases by one step on the following list, as if the 
  creature’s size had increased by one category. Damage dice 
  increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 
  6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of 
  damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 
  12d8. 
  Dodge Your training and reflexes allow you to react swiftly 
  to avoid an opponent’s attack. You gain a +1 dodge bonus to 
  your AC. A condition that makes you lose your Dex bonus to 
  AC also makes you lose the benefits of this feat.
  Improved Natural Armor This creature’s hide is tougher 
  than most. The creature’s natural armor bonus increases by 
  +1. Special: A creature can gain this feat multiple times. Each 
  time the creature takes the feat, its natural armor bonus 
  increases by another point. 
  Weapon Proficiencies You understand how to use your 
  martial weapons in combat. You make attack rolls with all 
  your martial weapons normally (without the non-proficient 
  penalty). 
  Giant Creature Template: This template was used to 
  enhance the abilities and statistics of this creature.  Typically 
  this means Size increase by one category; AC increase 
  natural armor by +3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, -2 Dex.
  Creature Type Traits (Ex) Creatures of many Types have 
  common rules that apply to them, such as whether they eat, 
  
  14
  Introduction
  drink, require rest, breathe, and so on.
  Outsider: Unlike most living creatures, an outsider does not 
  have a dual nature-its soul and body form one unit. When 
  an outsider is slain, no soul is set loose. Spells that restore 
  souls to their bodies, such as raise dead, reincarnate, and 
  resurrection, don’t work on an outsider. It takes a different 
  magical effect, such as limited wish, wish, miracle, or true 
  resurrection to restore it to life. Outsiders breathe, but do 
  not need to eat or sleep (although they can do so if they 
  wish).
  Immunities: Creatures with an Immunity to a type of 
  damage or effect never suffer damage or the impact of those 
  effects.
  Resistances: Creatures with a Resistance to a type of 
  damage suffer only 50% of the damage inflicted from that 
  source.  If a number is listed next to the Resistance, the 
  creature may ignore that much damage each time damage 
  from that type of source inflicts damage on that creature.
  Vulnerabilities: Creatures with a vulnerability suffer 
  twice as much damage from that source each time they 
  suffer damage from that source.  Other, non-damage-based 
  vulnerabilities (e.g., light blindness) are described in full 
  text.
  Ability Focus (X) One of this creature’s special attacks is 
  particularly difficult to resist. Choose one of the creature’s 
  special attacks. Add +2 to the DC for all saving throws 
  against the special attack on which the creature focuses. 
  Special: A creature can gain this feat multiple times. Its 
  effects do not stack. Each time the creature takes the feat, it 
  applies to a different special attack. 
  Blindsense (Ex) Range 60 ft.; Other creatures have 
  blindsense, a lesser ability that lets the creature notice 
  things it cannot see, but without the precision of blindsight. 
  The creature with blindsense usually does not need to make 
  Spot or Listen checks to notice and locate creatures within 
  range of its blindsense ability, provided that it has line of 
  effect to that creature. Any opponent the creature cannot 
  see has total concealment (50% miss chance) against the 
  creature with blindsense, and the blindsensing creature 
  still has the normal miss chance when attacking foes that 
  have concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is still 
  denied its Dexterity bonus to Armor Class against attacks 
  from creatures it cannot see.
  Iron Will You are more resistant to mental effects. You get a 
  +2 bonus on all Will saving throws. 
  Lightning Reflexes You have faster reflexes than normal. 
  You get a +2 bonus on all Reflex saving throws. 
  Great Fortitude You are resistant to poisons, diseases, and 
  other deadly maladies. You get a +2 bonus on all Fortitude 
  saving throws.
  Weapon Focus (X) You are especially good at using your 
  chosen weapon. You gain a +1 bonus on all attack rolls you 
  make using the selected weapon.
  Can’t Be Tripped (Ex) A creature with this ability cannot be 
  tripped.
  Grab (Ex) If you hit with the indicated attack (usually a claw 
  or bite attack), you deal normal damage and can attempt to 
  start a grapple as a free action without provoking an attack 
  of opportunity. You have the option to conduct the grapple 
  normally, or simply use the part of your body you used in 
  the grab to hold the opponent. If you choose to do the latter, 
  you takes a -20 penalty on your CMB check to make and 
  maintain the grapple, but do not gain the grappled condition 
  itself. A successful hold does not deal any extra damage 
  unless you also have the constrict special attack. If you do 
  not constrict, each successful grapple check you make during 
  successive rounds automatically deals the damage indicated 
  for the attack that established the hold. Otherwise, you 
  deal constriction damage as well. You receive a +4 bonus 
  on combat maneuver checks made to start and maintain a 
  grapple. Unless otherwise noted, grab can only be used on 
  creatures of a size equal to or smaller than you.
  Low-Light Vision (Ex) You can see x2 as far as humans in 
  low illumination. Characters with low-light vision have eyes 
  that are so sensitive to light that they can see twice as far 
  as normal in dim light. Low-Light Vision is color vision. A 
  spellcaster with low-light vision can read a scroll as long as 
  even the tiniest candle flame is next to her as a source of 
  light. Characters with low-light vision can see outdoors on a 
  moonlit night as well as they can during the day.
  Notes & Conventions
  Notes & Conventions
  As is typical in a roleplaying game adventure or module, 
  some text herein is meant to be read or shown to players 
  verbatim… but the majority of the content is meant to be for 
  the Game Master’s (GM) eyes only.  Below please find some 
  visual conventions that make this differentiation clear.
  Player Descriptive Text
    These sections are meant to be read aloud to players as-
    These sections are meant to be read aloud to players as-
  is.  You are of course free to introduce your own changes 
  is.  You are of course free to introduce your own changes 
  as you see fit as a Game Master.  Player Descriptive Text 
  as you see fit as a Game Master.  Player Descriptive Text 
  blocks are meant to serve as informative tidbits that have 
  blocks are meant to serve as informative tidbits that have 
  been preconstructed to reflect the exact nature of the 
  been preconstructed to reflect the exact nature of the 
  situation being encountered by the party.
  situation being encountered by the party.
  GM-Only Notes
    Granted, nearly everything not highlighted in Player 
  Descriptive Text is not meant to be read aloud to 
  the players.  However, some content is much more 
  “sensitive” than others.   
   
  GM-Only Notes such as this typically give away plot 
  points, major background, or other information that the 
  players may not normally have access to—either right 
  now, or in some cases, ever.  Make sure to conceal these 
  sections from players unless there is a specific reason to 
  tell them!
  Designer’s Soapbox
    In some cases, the game designer will want to express 
  a specific opinion about some aspect of the adventure.  
  Typically, this takes the form of a discussion on 
  interpreting rules, or a recommendation as to how best 
  to play or run a particular piece of the adventure.  In 
  
  15
  Introduction
  all cases, veteran GMs should feel comfortable ignoring 
  these “soapbox” diatribes… but veteran and new GMs 
  alike may find something of interest in the coalesced 
  experience of three decades of roleplaying experience!
  Quests
  A quest can be large, tiny, or in between.  Some can be very 
  quickly accomplished; others span days, weeks, or even 
  years, across multiple cities and even planes of existence!
  In this book, all quests, big or small, have a similar 
  presentation and key elements, as shown by the green block 
  below.
    Quest: Rats in the Cellar 
  (example)
    Summary: Kill rats in a fantasy tavern.  Fun and 
  creative.
    Rewards: Rat corpses.  Plus 10 gp from the bartender.
    Locations: Bar.
    Key NPCs: Bartender.
    Kickoff: When any PC speaks with the bartender.
    Description:
  The bartender asks the party to slay 
    2d6 Giant Rats that 
  have infested his basement.  
  In so doing, they will benefit from his goodwill, and a reward 
  of 10 gp.
  Obstacles
  Doors, locks, and other obstacles that don’t necessarily 
  incorporate a trap.  You’ll find these prefaced by little brown 
  symbols like this one:
   Locked Secret Door 
  (example)
    5” thick; Hardness 5; hp 30; 
  Perception DC 16; Break DC 15; Disable Device DC 18
    5” thick; Hardness 5; hp 30; 
  Perception DC 18; Break DC 17; Disable Device DC 20
    5” thick; Hardness 5; hp 30; 
  Perception DC 20; Break DC 19; Disable Device DC 22
    5” thick; Hardness 5; hp 30; 
  Perception DC 22; Break DC 21; Disable Device DC 24
  Skill Checks
  Whether it’s a single, simple check, or a series of checks 
  in escalating difficulty, skill checks may be an opportunity 
  to either avoid disaster or discover what might otherwise 
  remain hidden and ignored.  Such chances are indicated via 
  yellow symbols as follows:
  Some PCs may have insight into the Blacksmith’s wealth; 
  make a 
    DC 12 Knowledge (Profession) check.
  Skill Challenges
  Skill checks are typically a single roll, often made in secret 
  by the GM.  A skill challenge is usually a bit more involved 
  than a simple check—or there’s simply more at stake.  Either 
  way, a challenge is a more formal, and explicit, exercise, 
  intentionally engaged in by the players.
  You’ll find a skill challenge in a yellow box such as this:
    Falling Timbers (example)
  First Check: DC 18 Perception (16 if aflame) to notice the 
  falling building; success cancels subsequent checks.
  Second Check: DC 15 Acrobatics to avoid the debris; failure 
  inflicts 
    2d6 points of crushing damage plus a possible 
    1d8 points of fire damage; success cancels subsequent 
  checks.
  Third Check: DC 12 Strength to dislodge one’s self from the 
  debris; failure inflicts 
    1d4 points of crushing damage 
  plus a possible 
    1d8 points of fire damage; success quits 
  the challenge.
  Rewards
  Treasure, swords, gems, keys, filthy lucre—this is the stuff 
  your players are really gunning for, right?  Well, that, plus 
  a good time with friends.  And maybe, if you’re lucky, a 
  good, engaging session of shared storytelling that you’ll all 
  remember for a long time.  
  At any rate, rewards are shown with blue boxes like this 
  one.  Some containers have common treasure, which applies 
  equally to all difficulty bands; these are shown with the 
  badges for all four bands like this: 
  .
  Other treasure is “scaled”; that is, the PCs receive different 
  treasure depending on what difficulty band they are playing 
  at.  Select the band that’s appropriate for the level of the 
  PCs; that is the treasure they receive.  They do not receive all 
  of the treasure listed across all four bands!
    Secret Closet Chest
    Brushgather geneology book (a small book; 
  value 6 gp)
    19 gp; opal pendant on gold chain (value 31 gp)
    8 pp; 42 gp; opal pendant on gold chain (value 72 gp)
    19 pp; 37 gp; opal pendant on gold chain (value 180 
  gp)
    52 pp; 84 gp; opal pendant on gold chain (value 428 
  gp)
  Traps
  Hey, blame the rogue—who in all likelihood is suffering 
  
  16
  Introduction
  the brunt of the trap s/he either failed to detect, and/or to 
  disarm.  Whether it becomes a bragging right, a bargaining 
  chip, or an epitaph, traps of all manner are shown in a 
  purple box like this one.
  Note that the statistics for the impact of most traps scale to 
  the four difficulty bands; select the one that is appropriate 
  for the PCs in your game.
   Acid Arrow Chest Trap
  Type Magic; Trigger Touch; Reset none
    Perception DC 18; Disable Device DC 20
  Effect spell effect (acid arrow; Atk +1 ranged touch (1d4 
  acid damage for 2 rounds)
    Perception DC 20; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +3 ranged touch (2d4 
  acid damage for 2 rounds)
    Perception DC 22; Disable Device DC 24
  Effect spell effect (acid arrow; Atk +5 ranged touch (2d4 
  acid damage for 3 rounds)
    Perception DC 24; Disable Device DC 22
  Effect spell effect (acid arrow; Atk +7 ranged touch (2d4 
  acid damage for 4 rounds)
  Items
  Be they simple items, magical items, rods, staves, potions, 
  books, or something wondrous, items share a common block 
  of information like the following… note that this format is 
  used for all manner of non-weapon, non-armor equipment 
  and usable items, both magical and mundane:
    Adventurer’s Chronicle 
  (example)
  Value 50 gp; Weight 1 lb.; Materials paper; Nature non-
  magical; Aura none; Slot usable; CL n/a
  This book is chock full of useful information. When used as a 
  reference (an action that typically takes 
    1d4 full rounds 
  of searching the text), an adventurer’s chronicle grants a +2 
  competency bonus on a specific Knowledge check for which 
  the book is designed.
  Construction Requirements means to assemble a physical 
  book; the author must have at least 10 ranks in the skill for 
  which you are designing the book; Cost 30 gp
  NPCs and Monsters
  Crunch time!  
  Due to the scale of this adventure, this Adventure Book 
  contains statistics only for NPCs (both Common and 
  Dramatis Personae) and new monsters.  
  Common monsters, such as Umber Hulks and Giant Spiders, 
  do not have statistics within this tome.  Most of the common 
  monsters referenced in this book have freely-available stats, 
  either for free online, or as part of the core books of the 
  game system you are playing.
  Variable Challenge
  Variable Challenge
  One of the things that has frustrated many GMs is that 
  adventures are almost universally designed in this manner: 
  for a specific level of challenge, or at most, a very narrow 
  range of PC levels (e.g., “4th to 6th level”).  
  One might argue that this Variable Challenge concept is at 
  the very heart of Aquilae: Bestiary of the Realm and why it 
  exists in the first place.
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that 
  narrow zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward 
  Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder gaming 
  group.  What follows is a method that I have used over the 
  decades, and it’s been a lot of fun.  Although it may not be 
  for every gaming group—your mileage may vary—it’s an 
  interesting spin on traditional methods, and the approach 
  may work for you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this 
  adventure denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking 
  a lock, dodging an attack, convincing the castle guard to 
  look the other way, or any of the ordinary actions whose 
  consequence typically involve experience points.
  However, I also gave out candy for good roleplaying, 
  
  17
  Introduction
  convincing dialogue, outstanding (or horrid) emulation of 
  accents, meta-jokes about the circumstances of the game that 
  were truly hilarious, suggesting things to me as the GM or 
  other players that took the story in a new direction, or—and I 
  have to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it 
  out in a way that didn’t make you seem like a jerk, then 
  you got rewarded.  This could be something as innocuous 
  as reminding me that your elf ranger’s longbow was firing 
  +1 arrows, or as significant as reminding me that a certain 
  piece of equipment granted a reroll to a critically-failed 
  outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at 
  Bernie’s—okay, that’s a little ghoulish, but it’s in charcter, 
  and amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, 
  who was a diabetic, it was a controlled and mindful 
  awesomeness.  But even the most free-wheeling player wants 
  their character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented 
  something gone right, a good deed done—and therefore 
  it was converted to XP.  Generally speaking, no matter 
  what the PCs’ levels, no matter what the adventure, 10 
  candy wrappers meant you advanced to the next level.  If 
  you fell short—let’s say, you only got 6—then it meant you 
  were closer for next gaming session (i.e., 4 needed in this 
  example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to Dark Obelisk: Berinncorte.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using 
  Reward Stars solves this problem, by automatically scaling 
  the reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of 
  the next session, whatever works best for your schedule), 
  convert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards 
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, playing 
  fair and nice, being a good sport, paying for or even just 
  ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, but 
  whose luck is simply poor, or for whom things just aren’t 
  working out.  Indeed, successful roleplaying in the face of 
  dire circumstances should be rewarded more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the group, 
  not paying their fair share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  
  18
  Introduction
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the 
  Pathfinder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 2: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.  You may 
  see this referred to as “1L”.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.  You may see this referred to as “2M”.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.  You may see this referred to 
  as “3A”.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.  You may 
  see this referred to as “4E”.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  might be of advanced difficulty, the city of Berinncorte 
  exists in a typical, average fantasy realm—DC 50 Mythic-
  caliber locks simply doesn’t exist, let alone on every door in 
  town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  
  19
  Introduction
  The Campaign World
  Overview
  Overview
  Aquilae, the campaign setting in which these beasts are 
  located, will be elaborated and described in detail in other 
  books by Infinium Game Studio.  This is partly due to 
  limitations of length: a focused narrative on the campaign 
  world would itself take longer than the bestiary!  Scope is a 
  factor, as well—too much about the broader game world may 
  distract from the immediacy of the “day-to-day” plot of this 
  particular adventure.
  However, the biggest reason for an abbreviated depiction 
  of the game world is that there is much, much more to this 
  realm than meets the eye… and the events of this adventure, 
  while seemingly isolated and bizarre, play a large role in the 
  revelation of these attributes.
  In truth, the events of this adventure are so self-contained, 
  and limited to the mining town and the mines underneath 
  it, that for the purposes of playing it out, the larger context 
  hardly matters. 
  While this is primarily limited to things that directly affect 
  the narrative and activities in the adventure, there are 
  some aspects of Aquilae that you may want to bear in mind 
  as you guide the PCs through events—so you don’t have to 
  “backtrack” in subsequent components of this 
    Adventure 
  Path, or in usage of other adventure books or products in the 
  Realm of Aquilae.
  What You Need to Know
  What You Need to Know
  Here’s an executive summary of important aspects of the 
  realm that may affect how you portray the game world in the 
  context of this adventure:
  • Gods are real, and many.  (See Religion, below.)
  • Nearly every sentient being pays 
    tribute to one 
  or more gods.  (See Tribute, below).  Typically this 
  is through tithing to the appropriate church, or 
  government.  
  • 
    Tribute can be done in the form of monetary wealth, 
  artwork or valuables, or a devotion of magical power.  No 
  matter what the form, nearly all tribute actually does end 
  up being transported to the gods themselves!
  • About six months ago, the Dark Obelisk was discovered 
  on Level 9 of the Mondarian Mines, and it caused evil 
  and chaos to burst forth, upending everything in the 
  Mines and the City of Mondaria, and causing a massive 
  amount of death and suffering.   
   
  Little of the reality of these events is known in the 
  Enclave: all commerce and travel from Mondaria to the 
  Enclave has stopped.  Although the Council has sent 
  emissaries and adventurers to Mondaria to investigate, 
  none has returned with any information.
  High Ability, Low Tech
  High Ability, Low Tech
  Leafing through the Dramatis Personae section, you may 
  notice that the Ability Scores of most key NPCs are not what 
  might be considered “average”.  This is by design.
  There are many schools of thought as to the differences, if 
  any, between a player-character and a non-player-character, 
  or a commoner.  Are the PCs superhero-caliber individuals, 
  each imbued with something special that drives their 
  capabilities above and beyond that of normal people?  Or 
  instead, are the PCs just people, pretty much the same as 
  everyone around them—they just happened down a different 
  path than others, but one that others weren’t prevented from 
  taking by some innate quality or limitation.
  It’s possible to have a great deal of fun with either 
  philosophy, or anywhere in between.  
  If your gaming group rebels against this sort of approach, 
  you as a GM are of course welcome to “handicap” any or 
  all NPCs so that they are more in line with your players’ 
  expectations of what is considered “normal”.
  Religion
  Religion
  Gods play a major role in Aquilae.  The pantheon is varied 
  and vast—dozens, perhaps hundreds, of supremely powerful 
  beings.  It is exceptionally uncommon to find someone who 
  is not a devotee of at least one higher power—and there 
  are many who are advocates of multiple gods.  The general 
  mindset of most sentient beings in Aquilae is an open 
  acknowledgment, an agreement that all gods exist.  Devotion 
  to one or more gods in particular merely means that you 
  favor their perspective on things… and, with any luck and 
  enough tribute (see below), those gods return the favor by 
  aiding you from time to time when it is needed most.
  One might think of Roman and Greek mythology as a good 
  comparison here: there are many gods, and while they are all 
  immortal and wield immense power, they all share certain 
  “human” weaknesses, such as a proclivity for playing tricks 
  and engaging with mortal affairs.  Some gods are more 
  powerful than others, and the “society” of gods is a rich 
  and storied plot unto itself which most mere mortals rarely 
  glimpse.
  Tribute
  If you pray, you pay!  Everyone, in every religion, gives 
  money and resources to their god.  In almost all cases, this 
  is done through the church, though in remote situations, 
  tithing in this manner can be quite difficult.  Even isolated 
  hermits typically worship at least one god.
  Many devotees do not live near a temple of worship for their 
  deity.  The pantheon is flexible, however: any worshipper, of 
  any god, can visit any church, and donate their tribute there.  
  Part of each church’s responsibility is to make sure all tribute 
  eventually gets sent to its appropriate god.
  To be clear: in Aquilae, churches are kind of a form of tax 
  center.  And all tribute does in fact end up being shipped off 
  
  20
  Introduction
  to the gods themselves.
  The mechanics of tribute, of how it gets processed and where 
  it goes, how it actually gets to the objects of worship, and the 
  nature of the gods themselves will all be discussed in greater 
  detail in subsequent campaign books.
  
  21
  FlexContent
  FlexAI
  What is FlexAI?
  What is FlexAI?
  FlexAI is an attempt to model and simulate monster and NPC 
  behavior in a combat encounter.  It scales in complexity from 
  very simple to as complex as you as a GM would like it to be.  
  It can be used in any tabletop roleplaying game with zero 
  preparation time. 
  The system takes only a few minutes to learn, is easy and 
  quick to use, and can enhance any tabletop roleplaying 
  combat experience.
  Summary vs. Full Version
  The full FlexAI guidbook contains nearly 300 FlexTables 
  which guide contextual monster behavior for hundreds of 
  different combinations and scenarios.
  This summary description contains some basic elements of 
  the concepts of FlexAI, and only a single FlexTable per Role.  
  How to Use FlexAI
  How to Use FlexAI
  Sanity Checks & Rerolls
  Generally speaking, if something “feels wrong”, reroll it.  
  More specifically, if the Outcome determined by FlexAI do 
  not apply (e.g., creature lacks a ranged attack altogether) or 
  are inappropriate to the circumstances (e.g., maneuver when 
  the creature is surrounded by melee opponents), reroll the 
  result to determine a more appropriate Outcome.
  Three Tiers of Complexity
  Not everyone needs, or is interested in, complex AI combat 
  mechanics.  Sometimes, you just want to quickly roll on a 
  single table, and determine an outcome.
  Conversely, some gaming groups like the thrill of the 
  unknown, and like to add even more 
  To support this array of interests, FlexAI provides three 
  levels of complexity: Simple, Full, and Advanced.
    You can pick and choose which of these three approaches 
  you wish to employ.  You can even switch the method 
  used at any time—even round-to-round within the scope 
  of the same combat and monsters!
  Behavior Common Concepts
  All three levels of complexity share two elements: Outcomes, 
  and Targeting.  
  Simply put, these are what you need to determine the 
  behavior of a creature in combat.  
  Targeting dictates who the creature attacks; Outcomes 
  dictate how it goes about it.
  Together, Outcome and Targeting are referred to as a 
  creature’s behavior.
  Combat Outcomes
  All three levels of FlexAI difficulty involve Combat Outcomes 
  as the main output of using the tool.  
  This represents the behavior of a creature in the combat 
  situation.
  Note that not every Combat Outcome necessarily applies to 
  every creature.  For example, not every creature has both a 
  primary and a secondary attack.  The GM is encouraged to 
  sanity check outcomes (see above).
  If the Outcome determined does not require a target, ignore 
  the Targeting aspect of the behavior determined.
  Table 3: Combat Oucomes
  Outcome
  Description
    
  Attack 
  Main
  Creature attacks its target using its 
  standard attack.  For most creatures, 
  this will be melee; for others, it will be 
  ranged.
    
  Attack 
  Secondary
  If the creature’s main attack is Melee, 
  the creature attacks using a Ranged 
  attack, and vice versa.
    
  Maneuver
  Creature moves about, either to get 
  closer to its preferred target (see 
  Targeting), to evade the enemies 
  currently surrounding it, or to take 
  advantage of battlefield characteristics.
    
  Use / 
  Defend
  Creature uses an item, such as a wand 
  or staff or potion.  
  If it does not carry one, creature takes 
  a defensive stance.
    
  Ability
  Creature uses a special ability against 
  its current target.  
  If it lacks any special abilities, or none 
  of its abilities apply, reroll this result.
    
  Flee
  Creature tries to flee the combat 
  encounter entirely.
  This creature flees in a direction most 
  away from its current Target.
  Combat Targeting
  In many circumstances, you can simply use the Outcome to 
  dictate the current round’s worth of behavior for a given 
  
  22
  FlexContent
  creature.  During most combat, a creature’s current target 
  does not change round-to-round.
  However, there is value in dynamically changing targeting 
  using FlexAI rules.  
  First, it can make things very interesting and keep PCs off 
  their guard if a monster changes its target from round to 
  round.  Intelligent monsters might do so even if it serves to 
  their temporary disadvantage (e.g., if it triggers attacks of 
  opportunity or a less favorable battlefield positioning).
  Second, creatures who are not typically invovled in melee 
  as their primary combat approach might indeed change 
  their target round-to-round, particularly if their attacks or 
  abilities inflict status changes (e.g., debuffs) or spell effects.
  The table to the left summarizes the Combat Targeting 
  results that FlexAI defines.
  Table 4: Combat Targeting Summary
  Outcome
  Description
    
  Frontline
  The frontmost adversaries.  This can 
  be, but is not always, the same as the 
  Closest enemy.  
  For the purposes of determining 
  “front” and “back”, consider the 
  starting positions of each side in the 
  battle; the frontmost creatures of 
  either side are those who began the 
  combat encounter closest to their 
  enemies.
    
  Rearguard
  As Frontline, but the rear-most 
  enemies.  
  This may be, but is not always, the 
  same as the Farthest enemy.
    
  Closest
  The opponent which is currently 
  physically closest to this creature.
  In most melee circumstances, this 
  represents the creature’s current 
  target.
    
  Farthest
  The opponent which is currently 
  physically farthest away from this 
  creature.
  This result applies irrespective of 
  whether the creature can physically 
  reach the Farthest enemy by moving 
  this round.
    
  Strongest
  The enemy who is currently 
  “strongest”, healthiest, or furthest 
  from death.
  Typically this can be represented by 
  the enemy with the most current hit 
  points.
    
  Weakest
  As Strongest, but the enemy closest to 
  death.
    
  Ranged 
  Enemy
  This targets an enemy who uses a 
  ranged attack as their primary attack.  
  In the event of multiple enemies who 
  employ ranged attacks, select one 
  of them (you can pick the closest, 
  randomize your selection, or roll again 
  on whatever table you just used for 
  Targeting to determine the specific 
  Ranged Enemy within those who 
  qualify).
  Note that this does not imply anything 
  about how this creature goes about 
  attacking its enemy: it may well use 
  a melee attack to attack the Ranged 
  Enemy.
  Outcome
  Description
    
  Melee 
  Enemy
  As Ranged Enemy, but select an 
  enemy who uses a melee attack as 
  their primary mode of attack.
  
  23
  FlexContent
  Simple AI Rules
  Simple AI Rules
  Simple AI rules assume the most common circumstances 
  of the creature involved, the combat environment, and the 
  status of the participants.  
  Advantages & When to Use
  Much of the time, the single table that results will provide a 
  rich, dynamic result.  
  The single dice roll, the fact that it’s a d20 as opposed to a 
  d100, and the fact that there is a single table that does not 
  have to be looked up (and indeed, whose contents could even 
  be memorized) all make using the Simple AI approach very 
  easy and quick to integrate.
  Limitations
  It should be noted that the entire purpose of design behind 
  the FlexAI concept is intended to acount for a more nuanced, 
  contextually-appropriate pool of results and related 
  probability.  An elder dragon at full health should simply 
  not behave anything similar to a lurking thief hiding in 
  the shadows; the Simple AI approach cannot take this into 
  account.
  Simple AI Outcome Table
  Use the following table to quickly and easily determine the 
  combat action a creature takes.
  Table 5: Simple AI Outcomes
  D20
  Outcome
  01-12
    Attack Main
  13-14
    Attack Secondary
  15
    Maneuver
  16
    Use / Defend
  17-19
    Ability
  20
    Flee
  Simple AI Targets
  Use the following table to quickly and easily determine the 
  targeting behavior of a creature in combat.
  Table 6: Simple AI Targeting
  D20
  Outcome
  01-05
    Frontline
  06-07
    Rearguard
  08-13
    Closest
  14
    Farthest
  15-16
    Strongest
  18
    Weakest
  19
    Ranged Enemy
  20
    Melee Enemy
  
  24
  FlexContent
  Full AI Rules
  Full AI Rules
  This is the heart of FlexAI and its power to provide 
  contextually-appropriate combat actions.
  Instead of traditional tables, you use FlexTables (see the 
  overview of FlexTale earlier in this document).  And instead 
  of using the same table regardless of what is going on, 
  you intelligently select the appropriate FlexTable based 
  on the nature of the creature involved and the battlefield 
  circumstances.
  In short, the concepts of Outcomes and Targeting still apply; 
  it’s just a matter of how they are determined.
  Advantages & When to Use
  Use the Full AI rules when you want to simulate dynamic 
  and contextually-appropriate creature behavior in combat, 
  but want to adhere to RAW (Rules as Written) logic and 
  standards that govern combat mechanics without further 
  interference.
  Limitations
  It does take a simple extra step to select the appropriate 
  FlexTable.  
  However, creatures that are part of the Aquilae: Bestiary 
  of the Realm collection of monsters already have all of the 
  needed information assigned to them and defined.  Using an 
  ABR monster with FlexAI is as simple as looking up the right 
  page to use in the full FlexAI Guidebook.
  For monsters and NPCs that are not part of this collection, 
  however, the GM must assign FlexTables to the creature.
    The Full Edition of FlexAI contains tools and rules 
  for assigning FlexAI guidelines for your own, new, or 
  existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines for 
  quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a seasoned 
  GM to take a monster or NPC and “enable” them for 
  FlexAI use!
  Additional Factors: Role & Stance
  To determine which FlexTable is most appropriate for the 
  monster and combat circumstances, Full AI rules require two 
  additional elements: Roles and Stances.
  A creature’s Role represents its typical combat behavior and 
  approach to battle.  
  A creature’s Stance indicates its current combat 
  circumstances.
  Together, these two factors help determine the contextual 
  probabilities that should apply to the creature’s behavior in 
  combat.
  Combat Roles
  A tarrasque does not approach combat the same as a giant 
  sanke.  A cockatrice lies in wait; an orc chieftain is much 
  more likely to charge.  Mimics might even be immobile, so 
  are phyiscally incapable of approaching combat in the same 
  manner as other monsters.
  And so on; you get the idea: each monster is likely to 
  approach battle differently, based on its own strengths, 
  weaknesses, and abilities.  Although it would be possible 
  to create a separate set of FlexTables for each creature, 
  customized exactly to that creature’s characteristics, such an 
  endeavor would be exhausting, consume a mammoth amount 
  of pages... and, ultimately, not add a great deal of value on 
  top of the approach that FlexAI takes.
  Instead of having 8 or more customized FlexTables for each 
  monster, FlexAi recognizes that, ultimately, there are only so 
  many ways that a creature might go about fighting.  An orc 
  lord and a hill giant might well be different in any number 
  of important ways, but the two monsters will probably wade 
  into a fight with much the same gusto.
    Those readers familiar with the 4th Edition of the 
  world’s most popular roleplaying game will recognize 
  some of this terminology and these concepts.  Role was 
  a key element of monster descriptions in materials from 
  that rules system. 
   
  Reasonable people can disagree as to whether 4E 
  represents the best or worst elements of the tabletop 
  roleplaying concept, and indeed, endless debate has 
  raged around this controversial rules set.   
   
  One can even debate as to whether the Combat 
  Role concept was a creative, brilliant shorthand for 
  accelerating GM prep time; or a huge, shackling 
  hindrance to gameplay, immersion, or GM flexibility. 
   
  Regardless of these debatable matters, however, FlexAI’s 
  “echo” of the Role gameplay element is intentional.  For 
  all its controversy, 4E provided a great and accessible 
  terminology starting point for defining creature AI in 
  combat. 
   
  No matter your own personal perspective on 4E—or if 
  you are even familiar with it in the first place!—I can 
  assure you that 4E mechanics and concepts have nothing 
  to do with FlexAI’s mechanics.   
   
  The names and set of Roles is the only concept that is 
  borrowed herein.
  Combat Role Summary
  The following table summarizes the Combat Roles that 
  FlexAI uses, and their typical characteristics.
  
  25
  FlexContent
  Table 7: Combat Roles
  Role
  Description
    
  Brute
  Inflicts high damage, typically via 
  melee attacks.  Has a great deal of hit 
  points, but possibly low defenses.
    
  Soldier
  Focuses on defense, usually in melee, 
  but can also have high ranged defenses.  
  Average health, and a variety of attack 
  strengths.
    
  Artillery
  Ranged attacks are the main focus of 
  Artillery.  Typically have very low hit 
  points and/or defenses, however.
    
  Skirmisher
  Skirmishers may be average in many 
  categories, but excel in mobility, and 
  use this to their tactical advantage in 
  selecting targets where they can do the 
  most damage.
    
  Lurker
  Most Lurkers prefer to surprise or 
  ambush their opponents, or to remove 
  themselves from the possibility of easy 
  attack once battle is joined.  
    
  Controller
  Controllers typically have sets of 
  abilities that allow them to force 
  enemies into disadvantage, either by 
  moving enemies around, or controlling 
  the battlefield itself.
    
  Leader
  Leaders are special creatures with sets 
  of abilities that make them a force to 
  be reckoned with regardless of the 
  circumstances.  Although “leader” 
  typically indicates that the creature is 
  in charge of others, Leader creatures 
  may be encountered on their own.
  Combat Role Variations
  The core set of seven Roles described above covers the 
  majority of monsters and NPCs.  
  However, there are some types of creature that do not fit 
  evenly into those categories.  Some creatures may therefore 
  have Role Variations.
  These may apply to any of the standard Roles.  So, for 
  example, you could have an Elite Lurker, or a Solo 
  Controller.
  Table 8: Combat Role Variations
  Role Variant
  Description
    
  Normal
  Many monsters and most NPCs fall 
  into this category.  Neither particularly 
  powerful nor weaksauce, Normal 
  creatures as just that: normal.
    
  Minion
  Minions are weaker than Normal 
  creatures, and are rarely found in the 
  absence of a ruling, more powerful, 
  presence.  Typically, Minions are 
  encountered in groups.
    
  Elite
  Elite creatures are powerful, flexible, 
  and formidable enemies.  A single Elite 
  creature might rule over dozens of 
  Minions and several Normal creatures 
  in a complex combat encounter.
    
  Solo
  Solo creatures are often special cases: 
  typically discovered on their own, 
  they usually have sufficient power 
  and ability to represent a significant 
  challenge in and of themselves.
    
  Mindless
  Mindless creatures do not typically 
  think or plan their combat reactions, 
  and simply act from a visceral, second-
  to-second standpoint.  Most of the 
  time, this means fighting to the death, 
  but even Mindless creatures can make 
  combat actions that spice things 
  up a bit from the typical “skeleton 
  keeps attacking the first PC they see” 
  approach to things.
  Combat Stances
  A haughty noble fresh from a good night’s sleep and at 
  maximum hit points will behave very differently than 
  that same noble after prolonged combat, suffering from 
  exhaustion and bloody from multiple wounds.
  A creature’s combat Stance is an assessment of its current 
  fighting circumstances.  This context can and will change 
  throughout the fight, and allows FlexAI to differentiate the 
  changing behavior of a creature in response to the situation 
  at hand.
  Combat Stance Summary
  There are probably dozens, if not hundreds, of different 
  scenarios to take into account to truly represent the 
  diversity of combat that is possible in a fantasy roleplaying 
  environment.
  To simplify the possibilities, however, there are 8 
  fundamental Stances that can be used to represent or 
  approximate the full set of combat circumstances for a 
  creature.
  
  26
  FlexContent
  Table 9: Combat Stances
  Role
  Description
    
  Ambushing
  The creature is ambushing its 
  prey: lying in wait, hiding, or 
  using stealth, invisibility, or 
  aspects of the terrain to make 
  their presence unknown until the 
  moment to strike is nigh.  
  This Stance also applies to 
  situations in which the PCs are 
  simply unaware of the creature 
  and are surprised by it.
  A Mimic that has not been 
  detected is in an Ambushing 
  stance.
    
  Unprepared
  The reverse of Ambushing, in a 
  way: the creature is surprised 
  by the PCs, or is aware of them, 
  but not ready to participate in 
  combat.  
  This could be because the creature 
  is not expecting combat to occur, 
  or because it does not have its 
  weapons drawn or at the ready.
  An NPC woken from sleep, or one 
  with whom the PCs have merely 
  been talking up until the moment 
  one draws its sword, typically 
  counts as Unprepared.
    
  Fresh
  In most combats, creatures begin 
  the encounter in this Stance: 
  well-rested, at full hit points, and 
  ready to do battle.
  Creatures in this Stance neither 
  have advantage over their 
  enemies, or are taken by surprise 
  by them; they are at full combat 
  capability.
  If it is unclear which Stance 
  applies to a combat situation, 
  Fresh is typically a good 
  assumption.
  A bear encountered in the wild, 
  which sees the PCs just as they 
  see it, counts as Fresh. 
    
  Bloodied
  Creatures fight differently when 
  they have suffered wounds.  Some 
  fight more aggressively; others 
  become more defensive; many 
  will tend toward fleeing outright 
  if brought low by injury.
  A young dragon reduced to 1/5 
  its maximum hit points counts as 
  Bloodied.
  Role
  Description
    
  Cornered
  Creatures who are Cornered 
  have few options in terms of 
  maneuverability, either as a result 
  of the combat environment, and/
  or the PCs themselves.  
  Cornered creatures cannot easily 
  flee without substantial risk, and 
  for many, this is when the true 
  instinct of “fight or flight” kicks 
  in.  
  Some creatures become truly 
  deadly and imposing when 
  Cornered.
  A street urchin backed into an 
  alley with no escape counts as 
  Cornered.
    
  Overwhelmed
  Overwhelmed creatures are 
  fighting against significant odds, 
  in some combination of capability 
  and/or simple numbers.  
  Many creatures turn desperate or 
  frightened when Overwhelmed; 
  some turn into brutal and vicious 
  combat machines when facing bad 
  odds.
  A single kobold facing six PCs is 
  Overwhelmed.
    
  Relentless
  Relentless creatures fight 
  with little care for odds or the 
  environment in which they do 
  battle.  
  Some Relentless creatures start 
  combat in that Stance, and some 
  may not even change, others 
  can end up in this Stance due to 
  circumstances.
  A raging Barbarian orc chieftain 
  counts as Relentless.
    
  Mindless
  Mindless creatures may still 
  take different kinds of actions in 
  combat round-to-round, but are 
  not driven so much by tactics or 
  intelligence.
  A skeleton warrior counts as 
  Mindless.
  When to Apply Each Stance
  For creatures with a FlexAI profile, the circumstances of 
  when to apply each Stance are described as part of that 
  profile.  For example, some creatures become Bloodied when 
  reduced to half their maximum hit points; others do not 
  suffer this change until reduced to far fewer health.
  
  27
  FlexContent
  FlexAI & FlexTable Listing
  The Full Edition of FlexAI contains a separate FlexTable for 
  each distinct combination of Role and Stance.  
  With 35 Roles and 8 Stances, that makes for a grand total of 
  280 FlexTables, each one designed for a unique combination 
  of a type of creature behavior, and its current circumstances.
  Advanced AI Rules
  Advanced AI Rules
  In addition to the wide range of dynamic combat behavior 
  offered by the Full AI Rules, FlexAI offers Advanced AI 
  rules.  These allow for even more versatility in combat 
  behavior, and reflect a more complex and nuanced creature 
  intelligence.
  Advantages & When to Use
  Advanced AI is pretty much the same system as Full AI, with 
  possible additional boosts and penalties to the creature 
  involved.  It’s a useful tool in providing a more unexpected 
  and interesting combat experience for your PCs.
  Limitations
  Of the three FlexAI rules systems, Advanced AI is the only 
  one that departs tangibly from the RAW (Rules as Written) 
  combat mechanics of the roleplaying system you are using.
  Since Advanced AI provides the possibility of additional 
  bonuses and penalties on combat actions, and does so outside 
  the context of spells, spell-like abilities, racial effects, and so 
  on, there is little in the rules mechanics
    It is strongly suggested that you discuss this option with 
  your players before a combat encounter even starts, so 
  your gaming group can come to a consensus as to how 
  you collectively feel about this approach. 
   
  Many may love it, but if even one player has a rules 
  objection to its use, you may wish to consider sticking 
  with the Full AI rules approach.
  Surges & Lulls
  Advanced AI takes the Full AI rules and extends them 
  through the use of Surges and Lulls.  
  This is intended to represent the wide variance of combat 
  abilities and behavior that every creature exhibits.  Rules 
  purists will point out that the roll of a die (typically a d20) to 
  provide randomness already models this range of behavior.  
  In the wild, however, many factors influence the results 
  of a battle: adrenaline and insight can boost performance, 
  whereas sun glare, sweat, hunger, and even a simple root 
  placed unexpectedly in the ground can trip up even the 
  ablest of combatants.
  The FlexTables provided in FlexAI describe not only the 
  Outcomes involved, but also the possibility of Surges and 
  Lulls for each Outcome.
    Surges and Lulls are a great companion to the concept 
  of Quadded Statblocks and Variable Difficulty (https://
  www.drivethrurpg.com/product/190268/Quadded-
  Statblocks-to-Enable-VariableDifficulty-Adventures-in-
  Pathfinder-RPG).   
   
  The Quadded Stats approach enhances and degrades 
  a “regular” monster or NPC’s statblocks in a manner 
  designed to support use of that crunch in a wide variety 
  of PC levels and challenge. 
   
  The whole point of Quadded Statblocks is that every 
  creature should be usable in any gaming group, no 
  matter what the relative levels or difficulty. 
   
  Surges and Lulls, used with the correct Context in the 
  FlexTables they appear in, are a great way of adding to 
  this concept: boosting less-formidable monsters so they 
  still pose a threat to higher-level PCs, and handicapping 
  top-tier creatures so a lower-powered party isn’t 
  instantly wiped out.
  Combat Surges
  A Surge is a boost to a creature’s combat behavior.  If a Surge 
  is indicated in the FlexTable results rolled, it applies for the 
  combat actions of that creature alone, and for the current 
  combat round only.  
  Surges rolled do not apply to any other creature, friend or 
  foe, this round.  Benefits last until the start of the next round 
  of combat for that creature.
  This means that the benefit may still apply during the 
  enemy’s combat turn.  For example, a Surge for a creature 
  using the Use/Defend Outcome might boost its Armor Class; 
  this benefit lasts throughout the enemy’s next round.
    Surges are fun, useful additions to combat, and a 
  great way of ensuring that battles are dynamic and 
  unexpected, even for seasoned players.   
   
  However, if used without restraint or control, it can also 
  make combat very different from how you, or a third-
  party adventure designer who does not support Variable 
  Difficulty, intends.  It could be, for instance, that the 
  PCs are never supposed to be able to defeat Monster X 
  in Hallway Y, and that the mere presence of that type of 
  monster in that hallway effectively “blocks” the PCs from 
  traveling in that direction.   
   
  Surges and Lulls and Advanced AI may handicap that 
  monster to the point where the party can defeat it after 
  all. 
   
  As a GM, you should be familiar enough with the 
  adventure you’re running to know whether this concern 
  applies to your gaming session.  Plan your use of 
  Advanced AI accordingly!
  Types of Surge
  Combat Surges are specific to the context of the Outcome 
  that is rolled.
  
  28
  FlexContent
  Attack Surges
  The creature receives the listed bonus ot its attack roll.  If it 
  is capable of multiple attacks, the listed bonus applies to ALL 
  attacks it can make this round.
  Note that as Combat Surges remain in effect until the start 
  of the affected creature’s next round, Attack surge benefits 
  apply to attacks made during the enemy’s turn—for example, 
  opportunity attacks, of those apply.
  Damage
  The creature’s attacks inflict additional damage.  
  The listed value is applied to the damage that is calculated, 
  and stacks with all other values for purposes of calculating 
  damage.  That is, if a “+2 Damage” Combat Surge is applied 
  to a creature normally capable of inflicting 2d6+3 damage, 
  the total damage it inflicts is 2d6+5.
  The bonus damage applies to all attacks the creature makes 
  between the result’s application and the start of its next 
  turn.  Therefore, opportunity attacks and other attacks made 
  during the enemy’s turn receive the benefit as well.
  Init
  The creature’s Initiative gains a bonus.  Note that this may 
  not fully help the creature this turn, as most uses of FlexAI 
  will apply at the start of a creature’s turn; gaining Initiative 
  at that point will not benefit the creature for most purposes 
  as its “place in line” of Initiative order has already been 
  determined.
  For the purposes of determining Initiative order next round, 
  however, the Init bonus will be in place.
  Move
  The creature’s standard Movement receives the listed bonus.  
  This stacks with all other bonuses to Movement that might 
  apply, and remains in effect until the start of the creature’s 
  next turn.
  For creatures capable of multiple methods of movement, this 
  bonus applies to its primary mode of mobility.
  If it is unclear as to which type of movement is its “primary”, 
  assume the one capable of the farthest travel.  In the event of 
  a tie, apply the bonus to both types of movement.
  Impact / Impact Dice
  “Impact” is a shorthand for what a usable item does.  A 
  healing potion restores hitpoints; a wand of magic missiles 
  casts a spell effect.  Almost every usable item that produces a 
  valuable effect has an impact—a measurable outcome that in 
  most cases has some innate variability to it.
  In scenarios that produce a Use/Defend Outcome, if the 
  creature has a usable item that results in a variable effect, 
  that effect is referred to as an Impact.  
  “+1 Impact” means that whatever the result is, add +1 to the 
  result.  So a potion of cure light wounds that restores 2d6 hit 
  points would instead restore 2d6+1 hit points when paired 
  with this Combat Surge result.
  +1 Impact Die means that you add one die when measuring 
  the result.  Following the above example, the potion would 
  heal 3d6 hit points.
    Use common sense when applying Combat Surges of 
  all kinds, but particularly when applying Impact and 
  Impact Dice outcomes.   
   
  Remember that these mechanics are meant to represent 
  a net positive benefit for the creature involved, so if a 
  potion or other usable item has a variable results which 
  is a negative value, then make the Surge values negative 
  as well. 
   
  For example, if the creature’s usable item is a staff which 
  reduces the AC of a target opponent by 1d6 points, and it 
  receives a “+2 Impact” Combat Surge, then the enemy’s 
  AC should be reduced by 1d6+2 points.
  DC
  The creature’s abililties are more formidable and dangerous 
  temporarily.
  Any ability, attack, or other effect produced by the creature 
  that has a DC associated with it receives the additional bonus 
  listed until the start of its next turn.  This applies to combat 
  attacks, defensive abilities, auras, and everything about the 
  creature that might involve a DC (including poison/disease 
  and similar effects).
  Range
  The creature’s abilities grow more far-reaching and can 
  affect a broader area.
  Any abilities the creature has that involve a range already 
  receive the listed bonus to their maximum range.
  A creature’s melee abilities or touch-range abilities are 
  unaffected by this bonus—in other words, this Surge does not 
  transform any close-range abilities into ranged abilities!
  AC
  The creature is more difficult to strike in combat and affect.
  The creature receives the listed bonus to its AC until the start 
  of its next turn.  This bonus applies to all forms of AC—flat-
  footed/surprised, touch attack, melee, ranged, and so on.  
  
  29
  FlexContent
  Combat Surge Summary
  Table 10: Combat Surges
  Outcome
  Minor Surge
  Major Surge
    
  Attack 
  Main
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Attack 
  Secondary
    +1 Attack
    +2 Attack
    +3 Attack
    +4 Attack
    +2 Attack
    +4 Attack
    +5 Attack
    +6 Attack
    
  Maneuver
    +1 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +3 Init; 
  +10’ Move
    +4 Init; 
  +5’ Move
    +2 Init; 
  +5’ Move
    +4 Init; 
  +5’ Move
    +5 Init; 
  +10’ Move
    +7 Init; 
  +15’ Move
    
  Use / 
  Defend
    +1 impact / 
  +1 AC
    +2 impact 
  die / +2 AC
    +1 impact 
  die / +3 AC
    +1 impact 
  die / +4 AC
    +1 impact die / 
  +3 AC
    +1 impact die / 
  +4 AC
    +2 impact dice 
  / +5 AC
    +2 impact dice 
  / +6 AC
    
  Ability
    +1 impact / 
  +1 DC / +5’ 
  range
    +2 impact 
  die / +2 DC / 
  +5’ range
    +1 impact 
  die / +3 DC / 
  +10’ range
    +1 impact 
  die / +4 DC/ 
  +10’ range
    +1 impact die 
  / +3 DC / +10’ 
  range
    +1 impact die 
  / +4 DC / +15’ 
  range
    +2 impact dice 
  / +5 DC / +20’ 
  range
    +2 impact dice 
  / +6 DC / +20’ 
  range
    
  Flee
    +1 AC; 
  +5’ Move
    +2 AC; 
  +10’ Move
    +3 AC; 
  +15’ Move
    +4 AC; 
  +20’ Move
    +2 AC; 
  +10’ Move
    +4 AC; 
  +15’ Move
    +5 AC; 
  +20’ Move
    +7 AC; 
  +25’ Move
  Combat Lulls
  Combat Lulls are a temporary handicap, penalty, or other 
  negative impact to a creature’s combat abilities.  Lulls 
  represent the reality that in the shifting chaos of fighting, a 
  creature might get distracted, trip, stumble, miscalculate, or 
  otherwise perform not as well as it might typically, either 
  through its own failure or the circumstances of the battle.
  If a Combar Lull is indicated in the FlexTable results rolled, 
  it applies for the combat actions of that creature alone, and 
  for the current combat round only.  
  Lulls rolled do not apply to any other creature, friend or foe, 
  this round.  Penalties apply until the start of the next round 
  of combat for that creature.
  This means that the negative effect may still apply during 
  the enemy’s combat turn.  For example, a Lull for a creature 
  using the Use/Defend Outcome might degrade its Armor 
  Class; this penalty lasts throughout the enemy’s next round.
  Types of Lull
  Combat Lulls are specific to the context of the Outcome that 
  is rolled.
  
  30
  FlexContent
  Combat Lull Summary
  Table 11: Combat Lulls
  Outcome
  Minor Lull
  Major Lull
    
  Attack 
  Main
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Attack 
  Secondary
    -1 Attack
    -2 Attack
    -3 Attack
    -4 Attack
    -2 Attack
    -4 Attack
    -5 Attack
    -6 Attack
    
  Maneuver
    -1 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -3 Init; 
  -10’ Move
    -4 Init; 
  -5’ Move
    -2 Init; 
  -5’ Move
    -4 Init; 
  -5’ Move
    -5 Init; 
  -10’ Move
    -7 Init; 
  -15’ Move
    
  Use / 
  Defend
    -1 impact / 
  -1 AC
    -2 impact die 
  / -2 AC
    -1 impact die 
  / -3 AC
    -1 impact die 
  / -4 AC
    -1 impact die / 
  -3 AC
    -1 impact die / 
  -4 AC
    -2 impact dice / 
  -5 AC
    -2 impact dice / 
  -6 AC
    
  Ability
    -1 impact / 
  -1 DC / -5’ 
  range
    -2 impact die 
  / -2 DC / -5’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC/ -10’ 
  range
    -1 impact die 
  / -3 DC / -10’ 
  range
    -1 impact die 
  / -4 DC / -15’ 
  range
    -2 impact dice 
  / -5 DC / -20’ 
  range
    -2 impact dice 
  / -6 DC / -20’ 
  range
    
  Flee
    -1 AC; 
  -5’ Move
    -2 AC; 
  -10’ Move
    -3 AC; 
  -15’ Move
    -4 AC; 
  -20’ Move
    -2 AC; 
  -10’ Move
    -4 AC; 
  -15’ Move
    -5 AC; 
  -20’ Move
    -7 AC; 
  -25’ Move
  
  31
  FlexContent
  AI FlexTables
  AI FlexTables
  Full Edition vs. Bestiary
  Full Edition vs. Bestiary
  The following FlexAI tables include one detailed set of 
  FlexTables for each Role, assuming a Fresh Stance.
  The Full Edition of FlexAI contains a separate FlexTable for 
  each distinct combination of Role and Stance.  
  With 35 Roles and 8 Stances, that makes for a grand total of 
  280 FlexTables, each one designed for a unique combination 
  of a type of creature behavior, and its current circumstances.
  In addition, the Full Edition contains several unique or 
  special-circumstance scenarios beyond the mere combination 
  of Role and Stance.
  In total, the 300+ page Full Edition aims to address an 
  enormous range of possible combat scenarios.
    The Full Edition of FlexAI also contains tools and rules 
  for assigning FlexAI guidelines for your own, new, or 
  existing published monsters or NPCs. 
   
  It also contains a wealth of easy-to-use guidelines for 
  quickly picking FlexTables for a given monster. 
   
  In short: It should take less than a minute for a seasoned 
  GM to take a monster or NPC and “enable” them for 
  FlexAI use!
  
  32
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Brute / Fresh
  Brute / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 2: Brute Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  01-26
  01-16
  01-21
  01-09
    Attack Main
  27-31
  17-18
  22-23
  10-14
    Attack Secondary
  32-36
  19-23
  24-28
  15-22
    Maneuver
  37-39
  24-26
  29-33
  23-27
    Use / Defend
  40-54
  27-31
  34-41
  28-32
    Ability
  -
  -
  -
  33-35
    Flee
  55-66
  32-46
  42-46
  36-43
   
   AM/Minor Surge
  67-71
  47-54
  47-48
  44-46
   
    AS/Minor Surge
  72-73
  55-59
  49-50
  47-51
   
    M/Minor Surge
  74-75
  60-61
  51-52
  52-54
   
   UD/Minor Surge
  76-80
  62-69
  53-55
  55-57
   
    AB/Minor Surge
  -
  70-74
  -
  58
   
    FL/Minor Surge
  81-85
  75-79
  56
  59-61
   
    AM/Major Surge
  86
  80-81
  -
  62
   
    AS/Major Surge
  87
  82-84
  57
  63-65
   
    M/Major Surge
  88
  85-89
  58
  66
   
    UD/Major Surge
  89-90
  90-91
  -
  67
   
    AB/Major Surge
  -
  92-96
  -
  68
   
    FL/Major Surge
  91-92
  97
  59-68
  69-73
   
    AM/Minor Lull
  93
  -
  69-73
  74-76
   
    AS/Minor Lull
  94
  -
  74-78
  77-79
   
    M/Minor Lull
  -
  -
  79-80
  80-82
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  -
  81-85
  83-85
   
    AB/Minor Lull
  -
  98-99
  -
  86-87
   
    FL/Minor Lull
  96-97
  -
  86-90
  88-90
   
    AM/Major Lull
  98
  -
  91-93
  91-92
   
    AS/Major Lull
  99
  -
  94-96
  93-95
   
    M/Major Lull
  -
  -
  97
  96-97
   
    UD/Major Lull
  00
  -
  98-00
  98-99
   
    AB/Major Lull
  -
  00
  -
  00
   
    FL/Major Lull
  FlexTable 3: Brute Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  01-23
  01-06
  01-16
  01-06
    Frontline
  24-28
  07-11
  17-26
  07-21
    Rearguard
  29-60
  12-19
  27-41
  22-26
    Closest
  61-65
  20-22
  42-56
  27-76
    Farthest
  66-80
  23-37
  57-71
  77-91
    Strongest
  81-90
  38-72
  72-74
  92-93
    Weakest
  91-95
  73-97
  75-87
  94-95
    Ranged Enemy
  96-00
  98-00
  88-00
  96-00
    Melee Enemy
  
  33
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Soldier / Fresh
  Soldier / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 4: Soldier Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-41
  1-21
  1-31
  1-21
    Attack Main
  42-61
  22-26
  32-46
  22-26
    Attack Secondary
  62-64
  27-34
  47
  27-29
    Maneuver
  65-66
  35-39
  -
  30-31
    Use / Defend
  67-71
  40-41
  48-62
  32-36
    Ability
  -
  42-51
  -
  37
    Flee
  72-79
  52-59
  63-72
  38-40
   
   AM/Minor Surge
  80
  60
  73-77
  41-42
   
    AS/Minor Surge
  81
  61
  -
  43
   
    M/Minor Surge
  82
  62
  -
  44
   
   UD/Minor Surge
  83
  63
  78-80
  45
   
    AB/Minor Surge
  -
  64-68
  -
  46
   
    FL/Minor Surge
  84-86
  69
  81-85
  47
   
    AM/Major Surge
  87
  70
  86-88
  48
   
    AS/Major Surge
  88
  71
  -
  49
   
    M/Major Surge
  89
  72
  -
  50
   
    UD/Major Surge
  90
  73
  89-90
  51
   
    AB/Major Surge
  -
  74-76
  -
  52
   
    FL/Major Surge
  91
  77
  91
  53-57
   
    AM/Minor Lull
  92
  78
  92
  58-62
   
    AS/Minor Lull
  93
  79
  93
  63-67
   
    M/Minor Lull
  -
  -
  -
  68-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  80
  94
  76-80
   
    AB/Minor Lull
  95
  81-90
  95
  81-85
   
    FL/Minor Lull
  96
  91
  96
  86-88
   
    AM/Major Lull
  97
  92
  97
  89-90
   
    AS/Major Lull
  98
  93
  98
  91-93
   
    M/Major Lull
  99
  94
  99
  94-96
   
    UD/Major Lull
  100
  95
  100
  97-98
   
    AB/Major Lull
  -
  96-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 5: Soldier Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-41
  1-41
  1-21
  1-40
    Frontline
  -
  -
  -
  -
    Rearguard
  42-76
  42-76
  22-51
  -
    Closest
  -
  -
  -
  -
    Farthest
  77-86
  77-86
  52-86
  41-80
    Strongest
  87-88
  87-88
  87-88
  -
    Weakest
  89-90
  89-90
  89-90
  -
    Ranged Enemy
  91-
  100
  91-
  100
  91-
  100
  81-
  100
    Melee Enemy
  
  34
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Artillery / Fresh
  Artillery / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 6: Artillery Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-16
  1-16
  1-21
  1-16
    Attack Main
  17-31
  17-31
  22-41
  17-31
    Attack Secondary
  32-41
  32-39
  42-44
  32-46
    Maneuver
  42
  40-44
  -
  47-56
    Use / Defend
  43-50
  45-46
  45-54
  57-59
    Ability
  51-55
  47-54
  -
  60-64
    Flee
  56-63
  55-59
  55-69
  65-66
   
   AM/Minor Surge
  64-68
  60-61
  70-77
  67
   
    AS/Minor Surge
  69-71
  62-64
  78
  68-70
   
    M/Minor Surge
  72-73
  65-66
  -
  71-72
   
   UD/Minor Surge
  74-78
  67-71
  79-86
  73-75
   
    AB/Minor Surge
  -
  72-74
  -
  76
   
    FL/Minor Surge
  79-83
  75-79
  87-89
  77-78
   
    AM/Major Surge
  84-87
  80-83
  90-91
  79
   
    AS/Major Surge
  88
  84
  92
  80
   
    M/Major Surge
  89
  85
  -
  81
   
    UD/Major Surge
  90
  86
  93-95
  82
   
    AB/Major Surge
  -
  87-88
  96-98
  83
   
    FL/Major Surge
  91-92
  89
  99
  84-88
   
    AM/Minor Lull
  93
  90
  100
  89
   
    AS/Minor Lull
  94
  91
  -
  90
   
    M/Minor Lull
  -
  -
  -
  91
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  95
  92
  -
  92
   
    AB/Minor Lull
  -
  93-95
  -
  93
   
    FL/Minor Lull
  96-97
  96
  -
  94-95
   
    AM/Major Lull
  98
  97
  -
  96
   
    AS/Major Lull
  99
  98
  -
  97
   
    M/Major Lull
  -
  -
  -
  98
   
    UD/Major Lull
  100
  99
  -
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 7: Artillery Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-6
  1
  1-6
  1-16
    Frontline
  7-26
  3-22
  7-21
  17-31
    Rearguard
  27-31
  23-24
  22-26
  32-33
    Closest
  32-51
  25-44
  27-36
  34-53
    Farthest
  52-71
  45-54
  37-71
  54-93
    Strongest
  72-83
  55-79
  72-83
  -
    Weakest
  84-98
  80-99
  84-98
  94-98
    Ranged Enemy
  99-
  100
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  35
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Skirmisher / Fresh
  Skirmisher / Fresh
  • 
    Use Context 
  C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 8: Skirmisher Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-6
  1-6
  1-11
  1-9
    Attack Main
  7-16
  7-11
  12-26
  10-16
    Attack Secondary
  17-36
  12-36
  27-36
  17-27
    Maneuver
  37-38
  37-41
  37
  28-29
    Use / Defend
  39-53
  42-56
  38-54
  30-34
    Ability
  54-55
  57-61
  -
  35-39
    Flee
  56-63
  62-65
  55-64
  40-44
   
   AM/Minor Surge
  64-65
  66
  65-69
  45
   
    AS/Minor Surge
  66-70
  67-71
  70-71
  46-48
   
    M/Minor Surge
  71
  72
  72
  49
   
   UD/Minor Surge
  72-76
  73-74
  73-77
  50
   
    AB/Minor Surge
  -
  75-76
  -
  51
   
    FL/Minor Surge
  77-81
  77-78
  78-84
  -
   
    AM/Major Surge
  82
  79
  85-87
  -
   
    AS/Major Surge
  83-85
  80-81
  88
  -
   
    M/Major Surge
  86
  82
  89
  -
   
    UD/Major Surge
  87
  83
  90-94
  -
   
    AB/Major Surge
  88
  84-86
  -
  -
   
    FL/Major Surge
  89-90
  87-88
  95-96
  52-59
   
    AM/Minor Lull
  91
  89
  97
  60-64
   
    AS/Minor Lull
  -
  -
  -
  65-72
   
    M/Minor Lull
  92
  90
  -
  73-75
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  91
  -
  76-78
   
    AB/Minor Lull
  94
  92-94
  -
  79-81
   
    FL/Minor Lull
  95-96
  95-96
  98
  82-86
   
    AM/Major Lull
  97
  97
  99
  87-89
   
    AS/Major Lull
  -
  -
  -
  90-94
   
    M/Major Lull
  98
  -
  -
  95-96
   
    UD/Major Lull
  99
  98
  100
  97-98
   
    AB/Major Lull
  100
  99-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 9: Skirmisher Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-3
  1
  1-3
  1-16
    Frontline
  4-23
  3-24
  4-33
  17-36
    Rearguard
  24-33
  25-32
  34-38
  37-46
    Closest
  34-58
  33-52
  39-43
  47-61
    Farthest
  59-83
  53-67
  44-78
  62-91
    Strongest
  84-98
  68-97
  79-98
  92-93
    Weakest
  99
  98-99
  99
  94-95
    Ranged Enemy
  100
  100
  100
  96-
  100
    Melee Enemy
  
  36
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Lurker / Fresh
  Lurker / Fresh
  • 
    Use Context 
  C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 10: Lurker Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-13
  7-8
  12-16
  7-9
    Attack Secondary
  14-18
  9-13
  17-19
  10-14
    Maneuver
  19-30
  14-33
  20-24
  15-24
    Use / Defend
  31-50
  34-48
  25-49
  25-36
    Ability
  51-52
  49-53
  -
  37-41
    Flee
  53-55
  54-55
  50-56
  42-43
   
   AM/Minor Surge
  56-57
  56
  57-61
  44
   
    AS/Minor Surge
  58-60
  57-58
  62-64
  45-46
   
    M/Minor Surge
  61-65
  59-66
  65-67
  47-51
   
   UD/Minor Surge
  66-73
  67-69
  68-77
  52-54
   
    AB/Minor Surge
  74
  70-72
  -
  55-59
   
    FL/Minor Surge
  75-76
  73
  78-82
  60
   
    AM/Major Surge
  77
  74
  83-84
  61
   
    AS/Major Surge
  78-79
  75
  85-86
  62
   
    M/Major Surge
  80-82
  76-77
  87-88
  63-65
   
    UD/Major Surge
  83-87
  78-79
  89-96
  66-67
   
    AB/Major Surge
  88
  80-82
  -
  68-72
   
    FL/Major Surge
  89-90
  83-84
  97
  73-74
   
    AM/Minor Lull
  91
  85
  98
  75
   
    AS/Minor Lull
  92
  86
  99
  76
   
    M/Minor Lull
  -
  -
  -
  77-81
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  93
  87
  100
  82
   
    AB/Minor Lull
  94
  88-92
  -
  83-87
   
    FL/Minor Lull
  95-96
  93-94
  -
  88-89
   
    AM/Major Lull
  97
  95
  -
  90
   
    AS/Major Lull
  98
  96
  -
  91
   
    M/Major Lull
  -
  -
  -
  92-94
   
    UD/Major Lull
  99
  97
  -
  95
   
    AB/Major Lull
  100
  98-
  100
  -
  96-
  100
   
    FL/Major Lull
  FlexTable 11: Lurker Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-31
  1-31
  1-41
  1-21
    Frontline
  32-40
  32-42
  42-46
  22-23
    Rearguard
  41-90
  43-82
  47-76
  24-73
    Closest
  91-92
  83-84
  77-78
  74-75
    Farthest
  93-94
  85-86
  79-94
  76-94
    Strongest
  95-96
  87-96
  95-96
  95-96
    Weakest
  97-98
  97-98
  97-98
  97-98
    Ranged Enemy
  99-
  100
  99-
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  37
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Controller / Fresh
  Controller / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 12: Controller Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-9
  1-6
  1-11
  1-6
    Attack Main
  10-17
  7-11
  12-21
  7-11
    Attack Secondary
  18-19
  12-14
  22
  12-16
    Maneuver
  20-21
  15-19
  23
  17-21
    Use / Defend
  22-51
  20-49
  24-49
  22-41
    Ability
  -
  50-52
  -
  42-46
    Flee
  52-56
  53-57
  50-57
  47-48
   
   AM/Minor Surge
  57-61
  58-62
  58-65
  49-50
   
    AS/Minor Surge
  62
  63
  66
  51
   
    M/Minor Surge
  63
  64
  67
  52
   
   UD/Minor Surge
  64-68
  65-74
  68-77
  53-54
   
    AB/Minor Surge
  -
  75-76
  -
  55-56
   
    FL/Minor Surge
  69-71
  77
  78-80
  57-59
   
    AM/Major Surge
  72-74
  78
  81-83
  60-62
   
    AS/Major Surge
  75
  79
  84
  63
   
    M/Major Surge
  76
  80
  85
  64
   
    UD/Major Surge
  77-79
  81-83
  86-90
  65
   
    AB/Major Surge
  -
  84
  -
  66
   
    FL/Major Surge
  80-82
  85
  91
  67-71
   
    AM/Minor Lull
  83-85
  86
  92
  72-76
   
    AS/Minor Lull
  86
  87
  -
  77-81
   
    M/Minor Lull
  87
  88
  -
  82-85
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  88-92
  89-91
  93-95
  86-90
   
    AB/Minor Lull
  -
  92-94
  -
  91-93
   
    FL/Minor Lull
  93-94
  95
  96
  94-95
   
    AM/Major Lull
  95-96
  96
  97
  96
   
    AS/Major Lull
  97
  97
  98
  97
   
    M/Major Lull
  98
  98
  99
  98
   
    UD/Major Lull
  99-
  100
  99
  100
  99
   
    AB/Major Lull
  -
  100
  -
  100
   
    FL/Major Lull
  FlexTable 13: Controller Role; Fresh Stance: 
  Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-11
  1-11
  1-26
    Frontline
  17-31
  12-21
  12-21
  27-36
    Rearguard
  32-46
  22-31
  22-41
  37-46
    Closest
  47-61
  32-41
  42-51
  47-71
    Farthest
  62-76
  42-51
  52-81
  72-96
    Strongest
  77-91
  52-91
  82-91
  97
    Weakest
  92-95
  92-95
  92-95
  98
    Ranged Enemy
  96-
  100
  96-
  100
  96-
  100
  99-
  100
    Melee Enemy
  
  38
  FlexContent
  Contexts
  • 
    Use Context A: 
  By default, if the creature and its allies represent a 
  comparable challenge to that of the party, or if no other 
  Context described applies to the circumstances.
  • 
    Use Context B: 
  If the creature and its allies represent a low level of threat 
  to the party; i.e., the creature is outmatched.
  Leader / Fresh
  Leader / Fresh
  • 
    Use Context C: 
  If the creature and its allies represent a high level 
  of threat comparable to the PCs; that is, the party is 
  outmatched.
  • 
    Use Context D: 
  If you wish to decrease the difficulty that the creature 
  and its allies represent to the party; that is, you wish a 
  reduced challenge scenario.
  FlexTable 14: Leader Role; Fresh Stance: Action
   A
   B
   C
   D
  Outcome
  1-11
  1-9
  1-11
  1-6
    Attack Main
  12-21
  10-17
  12-21
  7-11
    Attack Secondary
  22-26
  18-22
  22-26
  12-16
    Maneuver
  27-31
  23-30
  27-31
  17-21
    Use / Defend
  32-44
  31-40
  32-44
  22-26
    Ability
  -
  41-43
  -
  27-29
    Flee
  45-57
  44-51
  45-59
  30-34
   
   AM/Minor Surge
  58-62
  52-54
  60-65
  35-37
   
    AS/Minor Surge
  63-64
  55-56
  66-67
  38-39
   
    M/Minor Surge
  65-66
  57-58
  68-69
  40-44
   
   UD/Minor Surge
  67-71
  59-61
  70-74
  45-47
   
    AB/Minor Surge
  -
  62-64
  -
  48-55
   
    FL/Minor Surge
  72-79
  65-69
  75-84
  56-60
   
    AM/Major Surge
  80-82
  70-71
  85-92
  61-62
   
    AS/Major Surge
  83
  72
  93-94
  63
   
    M/Major Surge
  84
  73-75
  95
  64-66
   
    UD/Major Surge
  85-87
  76-78
  96-
  100
  67-69
   
    AB/Major Surge
  -
  79-80
  -
  70-74
   
    FL/Major Surge
  88-90
  81-83
  -
  75-77
   
    AM/Minor Lull
  91
  84
  -
  78
   
    AS/Minor Lull
  92
  85
  -
  79
   
    M/Minor Lull
  93
  86-87
  -
  80-84
   
    UD/Minor Lull
   A
   B
   C
   D
  Outcome
  94
  88
  -
  85
   
    AB/Minor Lull
  -
  89-91
  -
  86-90
   
    FL/Minor Lull
  95-96
  92-93
  -
  91-92
   
    AM/Major Lull
  97
  94
  -
  93
   
    AS/Major Lull
  98
  95
  -
  94
   
    M/Major Lull
  99
  96-97
  -
  95-97
   
    UD/Major Lull
  100
  98
  -
  98
   
    AB/Major Lull
  -
  99-
  100
  -
  99-
  100
   
    FL/Major Lull
  FlexTable 15: Leader Role; Fresh Stance: Targeting
   A
   B
   C
   D
  Outcome
  1-16
  1-6
  1-16
  1-21
    Frontline
  17-26
  7-11
  17-21
  22-24
    Rearguard
  27-41
  12-41
  22-46
  25-39
    Closest
  42-46
  42-46
  47-51
  40-64
    Farthest
  47-76
  47-56
  52-86
  65-94
    Strongest
  77-96
  57-96
  87-96
  95-96
    Weakest
  97-98
  97-98
  97-98
  97-98
    Ranged Enemy
  99-
  100
  99-
  100
  99-
  100
  99-
  100
    Melee Enemy
  
  39
  A
  Monster Reference
  Monster Reference
  
  40
  A
  Crunch and Fluff
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  
  Quadded Stat Blocks and Default 
  Language
  Any of a creature’s fluff uses language assuming that you 
  are playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Header
  The header is simply the name of the monster.  NPCs have 
  a name, and also parenthetically their position, job title, 
  profession, or how they are best known.  
  It’s worth noting that not every monster and NPC is meant 
  to be defeated in combat… in fact, the GM is encouraged 
  to award XP only for combat that is consistent with the 
  alignment and characters of the PCs, or if they are forced 
  into combat by circumstances beyond their control.  A Lawful 
  Good Paladin, for example, should not reap XP for conducting 
  a baseless murder spree of first-level townsfolk.
  Quadded Stat Blocks
  Note that unless otherwise specified, bonuses and penalties 
  from all sources should be included already in the figures 
  provided.  For example, the Attacks section should reflect 
  ability score modifiers, skill and feat modifiers, special 
  ability / special quality modifiers, and modifiers derived 
  from the enhancement bonuses of the weapon itself.
  The exception to this is effects coming from magical 
  weapons: for example, a corrosive light crossbow might 
  show as dealing 1d8 damage.  This value does not, however, 
  include the corrosive effect, which normally causes the 
  weapon to deal an additional 1d6 points of acid damage 
  when the effect is activated.
  Also of note is the Prepared Spells section.  For NPCs with 
  class levels of a spellcasting class that must prepare spells in 
  advance, this section reflects a suggested pool of spells that 
  have been memorized or that are otherwise ready to cast.  
  The GM is of course encouraged to modify the list as she 
  desires to fit the circumstances of gameplay; for example, 
  if the party starts attacking townsfolk willy-nilly, then 
  spellcasters in town might be more likely to ready defensive 
  and combat spells.
  Finally, the Treasure section in the stat blocks lists the 
  equipment normally carried or used by the creature.  Gold, 
  jewels, and non-combat items that do not have an impact on 
  game mechanics and crunch are not listed here.
  Special Abilities
  All special abilities, auras, special qualities, and other 
  remarkable effects that apply to the creature are described 
  here, in alphabetical order.
  Note that this section lists a complete set of possible special 
  abilities that apply to the creature taken from its 
   Elite 
  stat block.  Individual stat blocks above this section will list 
  out which special abilities / SQs apply to the creature in its 
  various forms of CR.
  With this, and the Feats section afterward, there is 
  considerable duplication—many NPCs have Low-Light 
  Vision, for example.  This is by design, and speaks to a 
  common complaint among GMs: bestiaries and NPC listings 
  are great for getting the vital details, but it’s often hard to 
  remember just exactly what the Power Attack feat means.  
  The intent with the Infinium Game Studios approach to 
  NPC and monster definitions is to make it as easy as possible 
  to play a given creature, without having to refer to multiple 
  other rulebooks.  GMs dancing among tomes, trying to 
  cross-reference dozens of characteristics to figure out what 
  the creature does next is unsatisfying, wasteful of time, and 
  takes everyone in the game out of immersion—“hold on, let 
  me remind myself what an Alchemist’s Explosive Bombs are 
  like” doesn’t exactly keep players on the edge of their seats!
  Feats
  All feats taken by the creature in its class level progression 
  are listed here, in alphabetical order.  As with the Special 
  Abilities section, the list here is a superset of everything 
  
  41
  A
  that applies to the Elite version of the creature; specific feats 
  taken at lower-challenge iterations are listed in the Feats 
  section of the quadded stat block.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  
  42
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (scale mail)
  15 
  (scale mail)
  17 
  (scale mail)
  18 
  (scale mail)
  Hit Points
  11
  40
  85
  138
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 8 (-1)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  6 (-2)
  DEX 8 (-1)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 12 (+1)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  18 (+4)
  CHA 16 (+3)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  19 (+4)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Draconic
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  1x/day
  3x/day
  6x/day
  10x/day
  Touch of Good You can touch a creature as a standard action, granting giving it advantage on attack rolls, 
  skill checks, ability checks, and saving throws for 1 round. You can use this ability 10 times per day.
  Special 
  Abilities & 
  Qualities
  Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead 
  of time. You can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell 
  of the same spell level or lower (a cure spell is any spell with “Cure” in its name).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Leader / Normal
    Organization
  Solitary, Pair, or Team (3-6x)
    Treasure
  Incidental
  AAsimAr
  
  43
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Light Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Heavy Mace Melee 
  weapon attack: -2 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+0 (4) 
  bludgeoning damage.
  Heavy Mace Melee 
  weapon attack: -2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Light Crossbow Ranged 
  weapon attack: -1 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Heavy Mace Melee 
  weapon attack: +0 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8+3 (8) 
  bludgeoning damage.
  Light Crossbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d8/19-
  00 (8) piercing damage.
  Heavy Mace Melee 
  weapon attack: +4 to 
  hit, reach 10 ft., one 
  target.  Hit 2d6+8 (15) 
  bludgeoning damage.
  Light Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 2d619-
  00 (620) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  Daylight 1/day)
  Spellcasting
  Cleric (CL 1st):  
  detect evil and good; 
  protection from evil and 
  good; detect magic; 
  guidance
  Cleric (CL 6th):  
  calm emotions; bless; 
  command; cure wounds; 
  detect evil and good; 
  protection from evil and 
  good; detect magic; 
  guidance
  Cleric (CL 10th):  
  calm emotions; bless; 
  command; cure wounds; 
  detect evil and good; 
  protection from evil and 
  good; detect magic; 
  guidance
  Cleric (CL 13th):  
  bestow curse; calm 
  emotions; bless; 
  command; cure wounds; 
  detect evil and good; 
  protection from evil and 
  good; detect magic; 
  guidance
  Possessions
  Light crossbow;  
  crossbow bolts (10x); 
  heavy mace; 
  scale mail
  Light crossbow;  
  crossbow bolts (10x); 
  heavy mace; 
  scale mail
  Light crossbow;  
  crossbow bolts (10x); 
  heavy mace; 
  scale mail
  Light crossbow;  
  crossbow bolts (10x); 
  heavy mace; 
  scale mail
  
  44
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  54
  91
  146
  282
  Speed
  20 ft. Swim 80 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4) 
  DEX 17 (+3) 
  CON 15 (+2) 
  INT 
  15 (+2) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  18 (+4) 
  DEX 17 (+3) 
  CON 15 (+2) 
  INT 
  15 (+2) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  20 (+5) 
  DEX 14 (+2) 
  CON 18 (+4) 
  INT 
  15 (+2) 
  WIS 
  12 (+1) 
  CHA 15 (+2)
  STR 
  24 (+7) 
  DEX 16 (+3) 
  CON 22 (+6) 
  INT 
  18 (+4) 
  WIS 
  16 (+3) 
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14,  
  Darkvision 60 ft.
  Passive Perception +15,  
  Darkvision 60 ft.
  Passive Perception +16,  
  Darkvision 60 ft.
  Passive Perception +19,  
  Darkvision 60 ft.
  Languages
  Aquan, Sylvan, Speak with Animals
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Eldritch Gizzard Creature can store magical items in its gizzard and activate them as if holding them.  Creature is automatically attuned to any such item.  It 
  can swallow or regurgitate an item as a standard action.
  Wave Rider When moving onto land brings a sheath of water with it, allowing it to swim on land. Its swim speed drops by 10 feet at the start of its turn if it 
  is out of the water, and the sheath dissipates entirely when the abaia’s swim speed reaches 20 feet. An abaia wave riding on land retains its spell resistance 
  but loses its bonus to Stealth.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Lakes
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary
    Treasure
  Standard
  AbAiA
  
  45
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit  2d6+9/19-20 
  (16) piercing 
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit  6d4+9 
  (24) bludgeoning 
  Bite Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit  2d6+9/19-20 
  (16) piercing 
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 10 ft., 
  one target.  Hit  6d4+9 (24) 
  bludgeoning 
  Bite Melee weapon attack: 
  +8 to hit, reach 15 ft., one 
  target.  Hit 3d6+8/19-20 
  (18) piercing 
  Tail Slap Melee weapon 
  attack: +8 to hit, reach 15 
  ft., one target.  Hit 6d6+4 
  (25) bludgeoning 
  Bite Melee weapon attack: 
  +11 to hit, reach 20 ft., one 
  target.  Hit 6d6+12/19-20 
  (33) piercing 
  Tail Slap Melee weapon 
  attack: +11 to hit, reach 20 
  ft., one target.  Hit 12d6+6 
  (48) bludgeoning 
  Special 
  Actions
  Constrict Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit  2d6+12 
  bludgeoning damage.  The 
  target is grappled (escape 
  DC 16).  Until this grapple 
  ends, the creature is 
  restrained, and the creature 
  can’t constrict another 
  target.
  Endless Coils As a full-round 
  action, the creature may 
  make a Constrict attack 
  against up to two Large or 
  four Medium or smaller 
  creatures within its reach.
  Constrict Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit  2d6+12 
  bludgeoning damage.  The 
  target is grappled (escape 
  DC 18).  Until this grapple 
  ends, the creature is 
  restrained, and the creature 
  can’t constrict another 
  target.
  Endless Coils As a full-round 
  action, the creature may 
  make a Constrict attack 
  against up to two Large or 
  four Medium or smaller 
  creatures within its reach.
  Constrict Melee weapon 
  attack: +8 to hit, reach 10 
  ft., one target.  Hit  3d6+12 
  bludgeoning damage.  The 
  target is grappled (escape 
  DC 19).  Until this grapple 
  ends, the creature is 
  restrained, and the creature 
  can’t constrict another 
  target.
  Endless Coils As a full-
  round action, the creature 
  may make a Constrict attack 
  against up to two Large or 
  four Medium or smaller 
  creatures within its reach.
  Constrict Melee weapon 
  attack: +11 to hit, reach 10 
  ft., one target.  Hit  6d6+12 
  bludgeoning damage.  The 
  target is grappled (escape 
  DC 21).  Until this grapple 
  ends, the creature is 
  restrained, and the creature 
  can’t constrict another 
  target.
  Endless Coils As a full-round 
  action, the creature may 
  make a Constrict attack 
  against up to two Large or 
  four Medium or smaller 
  creatures within its reach.
  Legendary 
  Actions
  -
  -
  -
  -
  Innate 
  Spellcasting
  arcane sight (at will);  
  control water (1x/day); 
  control weather (1x/day); 
  speak with animals (at will)
  arcane sight (at will);  
  control water (1x/day); 
  control weather (1x/day); 
  speak with animals (at will)
  arcane sight (at will);  
  control water (1x/day); 
  control weather (1x/day); 
  speak with animals (at will)
  arcane sight (at will);  
  control water (1x/day); 
  control weather (1x/day); 
  speak with animals (at will)
  Spellcasting
  -
  -
  -
  -
  Possessions
  -
  -
  -
  -
  
  46
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  41
  80
  105
  135
  Speed
  40 ft.; Climb 20 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 16 (+3) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  8 (-1) 
  CHA 8 (-1)
  STR 
  16 (+3) 
  DEX 12 (+1) 
  CON 10 (+0) 
  INT 
  14 (+2) 
  WIS 
  8 (-1) 
  CHA 8 (-1)
  STR 
  18 (+4) 
  DEX 16 (+3) 
  CON 10 (+0) 
  INT 
  17 (+3) 
  WIS 
  12 (+1) 
  CHA 12 (+1)
  STR 
  21 (+5) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  17 (+3) 
  WIS 
  12 (+1) 
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Sunlight Dependency: Aballonians gain their energy from light. In areas of darkness, they 
  gain the sickened condition.
  Senses
  Passive Perception +9,  
  Darkvision 60 ft.
  Passive Perception +9,  
  Darkvision 60 ft.
  Passive Perception +11,  
  Darkvision 60 ft.
  Passive Perception +11,  
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  5
  10
  14
  18
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Network (3-6x)
    Treasure
  Standard
  AbAlloniAn
  
  47
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities / 
  Qualities
  Rebuild Aballonian machines are capable of improving and adapting their designs. Each Aballonian starts out with one of the abilities listed below. For every 
  two additional abilities it possesses, its CR increases by +1. Aballonians may also add the customizable abilities of animated objects, increasing their CRs 
  by +1 for every 2 Construction Points spent in this way. (They are already considered metal.) Aballonians may adapt of their own volition, but it takes 1 day 
  to add each additional ability beyond the first, and they must also possess the rare materials necessary to make such improvements. An ability can only be 
  gained once unless stated otherwise.
  Gain a plasma cutter that deals 1d6 points of fire damage on a melee touch attack.
  Gain advanced treads that increase base speed to 60 feet.
  Modify chassis to gain a burrow, climb, or swim speed of 60 feet. This ability may be taken multiple times. Its effects do not stack. Each time it is taken, it 
  applies to a new movement type.
  Add a radar dish that grants blindsight 120 feet.
  Gain an additional claw or slam melee attack (1d6 damage).
  Lengthen arms to extend reach by 5 feet.
  Gain the rend special attack (2 claws, 1d8+6).
  Add armor plating to gain a +4 natural armor bonus to AC.
  Harden systems to gain resistance 10 against a single energy type (acid, cold, electricity, or fire). This ability may be taken multiple times. Its effects do not 
  stack. Each time it is taken, it applies to a new energy type.
  Shortwave An Aballonian can communicate with nearby Aballonians via invisible waves. This functions as telepathy 100 
  ft., but only with other Aballonians. In combat, if any allied Aballonians within range can act in a surprise round, all of 
  them can.
  Standard 
  Actions
  Claw Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit 1d3+2/19-20 
  (4) slashing 
  Claw Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 1d4+4/19-20 (6) 
  slashing 
  Claw Melee weapon attack: 
  +7 to hit, reach 5 ft., one 
  target.  Hit 1d6+6/19-20 
  (10) slashing 
  Claw Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 1d8+9/19-20 
  (14) slashing 
  Special 
  Actions
  Spark As a standard action, 
  an Aballonian can launch an 
  arc of electricity at a nearby 
  creature. This attack has a 
  range of 20 feet with no 
  range increment.  Effect 
  2d6 electricity damage.
  Spark As a standard action, 
  an Aballonian can launch an 
  arc of electricity at a nearby 
  creature. This attack has a 
  range of 20 feet with no 
  range increment.  Effect 2d8 
  electricity damage.
  Spark As a standard action, 
  an Aballonian can launch an 
  arc of electricity at a nearby 
  creature. This attack has a 
  range of 20 feet with no 
  range increment.  Effect 
  2d10 electricity damage.
  Spark As a standard action, 
  an Aballonian can launch an 
  arc of electricity at a nearby 
  creature. This attack has a 
  range of 20 feet with no 
  range increment.  Effect 
  2d12 electricity damage.
  Legendary 
  Actions
  Innate 
  Spellcasting
  Spellcasting
  Possessions
  
  48
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  54
  94
  159
  240
  Speed
  10 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Large aberration, lawful 
  evil
  Huge aberration, lawful 
  evil
  Huge aberration, lawful 
  evil
  Gargantuan aberration, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2) 
  DEX 14 (+2) 
  CON 16 (+3) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  17 (+3) 
  DEX 10 (+0) 
  CON 18 (+4) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  20 (+5) 
  DEX 14 (+2) 
  CON 20 (+5) 
  INT 
  17 (+3) 
  WIS 
  18 (+4) 
  CHA 18 (+4)
  STR 
  22 (+6) 
  DEX 12 (+1) 
  CON 22 (+6) 
  INT 
  17 (+3) 
  WIS 
  18 (+4) 
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +15,  
  Darkvision 60 ft.
  Passive Perception +15,  
  Darkvision 60 ft.
  Passive Perception +18,  
  Darkvision 60 ft.
  Passive Perception +19,  
  Darkvision 60 ft.
  Languages
  Aboleth, Aklo, Aquan, Undercommon
  Challenge
  6
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 16 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 1d8 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 2 as long as 
  it persists. If the creature’s flesh 
  isn’t kept moist, it dries quickly 
  and the victim takes 1d6 points of 
  damage every 10 minutes. Remove 
  disease and similar effects can 
  restore an afflicted creature to 
  normal.  Immunity to disease offers 
  protection from this attack.
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 17 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 16 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 3 as long as 
  it persists. If the creature’s flesh 
  isn’t kept moist, it dries quickly 
  and the victim takes 1d8 points of 
  damage every 10 minutes. Remove 
  disease and similar effects can 
  restore an afflicted creature to 
  normal. Immunity to disease offers 
  protection from this attack.
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 19 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 1d4 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 4 as long as it 
  persists. If the creature’s flesh isn’t 
  kept moist, it dries quickly and the 
  victim takes 1d12 points of damage 
  every 10 minutes. Remove disease 
  and similar effects can restore an 
  afflicted creature to normal, but 
  immunity to disease offers no 
  protection from this attack.
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 21 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 1d4 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 6 as long as it 
  persists. If the creature’s flesh isn’t 
  kept moist, it dries quickly and the 
  victim takes 2d10 points of damage 
  every 10 minutes. Remove disease 
  and similar effects can restore an 
  afflicted creature to normal, but 
  immunity to disease offers no 
  protection from this attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Ocean (Cold)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Brood (3-6x) or Shoal (7-19x)
    Treasure
  Double
  Aboleth
  
  49
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tail Sweep Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit  1d6+4 
  (8) bludgeoning 
  Tentacle Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning 
  Tail Sweep Melee weapon 
  attack: +5 to hit, reach 15 ft., 
  one target.  Hit 1d8+5 (10) 
  bludgeoning 
  Tentacle Melee weapon 
  attack: +5 to hit, reach 15 ft., 
  one target.  Hit 1d8+3 (8) 
  bludgeoning 
  Tail Sweep Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 1d8+7 
  (12) bludgeoning 
  Tentacle Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 2d6+4 
  (11) bludgeoning 
  Tail Sweep Melee weapon 
  attack: +9 to hit, reach 20 
  ft., one target.  Hit 3d6+10 
  (20) bludgeoning 
  Tentacle Melee weapon 
  attack: +9 to hit, reach 20 
  ft., one target.  Hit 3d6+5 
  (16) bludgeoning 
  Special 
  Actions
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed on 
  a DC 16 Constitution save 
  each round or lose the 
  ability to breathe air (but 
  gain the ability to breathe 
  water) for 3 hours. Renewed 
  contact with an aboleth’s 
  mucus cloud and failing 
  another save extends the 
  effect for another 3 hours. 
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed on 
  a DC 17 Constitution save 
  each round or lose the ability 
  to breathe air (but gain the 
  ability to breathe water) for 
  3 hours. Renewed contact 
  with an aboleth’s mucus 
  cloud and failing another 
  save extends the effect for 
  another 3 hours.
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed 
  on a DC 19 Constitution 
  save each round or lose 
  the ability to breathe air 
  (but gain the ability to 
  breathe water) for 3 hours. 
  Renewed contact with an 
  aboleth’s mucus cloud and 
  failing another save extends 
  the effect for another 3 
  hours.
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed on 
  a DC 21 Constitution save 
  each round or lose the 
  ability to breathe air (but 
  gain the ability to breathe 
  water) for 3 hours. Renewed 
  contact with an aboleth’s 
  mucus cloud and failing 
  another save extends the 
  effect for another 3 hours.
  Innate 
  Spellcasting
  dominate (1x/day); hypnotic 
  pattern (at will); project 
  image (at will); veil (at will); 
  mirage arcane (at will); 
  major image (at will)
  dominate (1x/day); hypnotic 
  pattern (at will); project 
  image (at will); veil (at will); 
  mirage arcane (at will); major 
  image (at will)
  dominate (3x/day); 
  hypnotic pattern (at will); 
  project image (at will); veil 
  (at will); mirage arcane (at 
  will); major image (at will)
  dominate (5x/day); hypnotic 
  pattern (at will); project 
  image (at will); veil (at will); 
  mirage arcane (at will); 
  major image (at will)
  Illustration 1: Aboleth
  
  50
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  27
  41
  111
  175
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1) 
  DEX 15 (+2) 
  CON 8 (-1) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 14 (+2)
  STR 
  17 (+3) 
  DEX 11 (+0) 
  CON 12 (+1) 
  INT 
  9 (-1) 
  WIS 
  12 (+1) 
  CHA 14 (+2)
  STR 
  19 (+4) 
  DEX 16 (+3) 
  CON 16 (+3) 
  INT 
  13 (+1) 
  WIS 
  16 (+3) 
  CHA 17 (+3)
  STR 
  21 (+5) 
  DEX 15 (+2) 
  CON 18 (+4) 
  INT 
  13 (+1) 
  WIS 
  16 (+3) 
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14,  
  Darkvision 60 ft.
  Passive Perception +14,  
  Darkvision 60 ft.
  Passive Perception +17,  
  Darkvision 60 ft.
  Passive Perception +18,  
  Darkvision 60 ft.
  Languages
  Infernal
  Challenge
  7
  7
  12
  16
  Special 
  Abilities & 
  Qualities
  Constitution save DC 13, 
  poison damage 2d4
  Constitution save DC 15, 
  poison damage 2d6
  Constitution save DC 17, 
  poison damage 2d8
  Constitution save DC 19, 
  poison damage 2d12
  Black Cloud An achaierai can exhale a cloud of choking, toxic smoke 3x/day.  All creatures within 10 feet of the achaierai immediately take damage as their 
  flesh melts and rots away. The cloud erodes sanity as well as flesh, and anyone who takes damage from the black cloud must also make a Constitution 
  save or become Confused. Every round, the victim may attempt another Constitution save to recover from the Confusion; otherwise it persists, lasting 
  indefinitely until the condition is removed or the victim eventually makes her saving throw. The confusion element of a black cloud is a mind-affecting 
  effect. This is a poison effect. Achaierais are immune to this ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Planar; Hell)
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary or Flock (5-8x)
    Treasure
  Standard
  AchAierAi
  
  51
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon attack: 
  +2 to hit, reach 10 ft., one 
  target.  Hit  1d10+3 (8) 
  piercing 
  Claw Melee weapon attack: 
  +2 to hit, reach 10 ft., one 
  target.  Hit  1d4+3 (6) 
  slashing 
  Bite Melee weapon attack: 
  +6 to hit, reach 10 ft., one 
  target.  Hit 2d6+4 (11) 
  piercing 
  Claw Melee weapon attack: 
  +6 to hit, reach 10 ft., 
  one target.  Hit 1d6+4 (8) 
  slashing 
  Bite Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit 3d6+7 (18) 
  piercing 
  Claw Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit 1d8+7 (12) 
  slashing 
  Bite Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 4d6+9 (23) 
  piercing 
  Claw Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 2d6+9 (16) 
  slashing 
  Special 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  Illustration 2: Achaierai
  
  52
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  29
  669
  133
  197
  Speed
  10 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  neutral evil
  Medium monstrosity, 
  neutral evil
  Medium monstrosity, 
  neutral evil
  Large monstrosity, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2) 
  DEX 15 (+2) 
  CON 12 (+1) 
  INT 
  8 (-1) 
  WIS 
  11 (+0) 
  CHA 11 (+0)
  STR 
  15 (+2) 
  DEX 15 (+2) 
  CON 12 (+1) 
  INT 
  8 (-1) 
  WIS 
  11 (+0) 
  CHA 11 (+0)
  STR 
  18 (+4) 
  DEX 18 (+4) 
  CON 16 (+3) 
  INT 
  12 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  20 (+5) 
  DEX 17 (+3) 
  CON 18 (+4) 
  INT 
  12 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10,  
  Blind,  Blindsight 30 ft.,  
  Darkvision 60 ft.,  Keen 
  Smell
  Passive Perception +10,  
  Blind,  Blindsight 30 ft.,  
  Darkvision 60 ft.,  Keen 
  Smell
  Passive Perception +12,  
  Blind,  Blindsight 30 ft.,  
  Darkvision 60 ft.,  Keen 
  Smell
  Passive Perception +12,  
  Blind,  Blindsight 30 ft.,  
  Darkvision 60 ft.,  Keen 
  Smell
  Languages
  Aquan, Common, Speak with Sharks
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Nettlefin Toxin Saving Throw 
  Constitution DC 13
  Nettlefin Toxin Saving Throw 
  Constitution DC 14
  Nettlefin Toxin Saving Throw 
  Constitution DC 17
  Nettlefin Toxin Saving Throw 
  Constitution DC 19
  Amphibious The creature can breathe air and/or water.
  Nettlefin Toxin Injury; Effect poisoned and paralyzed for 1 minute; affected creature may repeat the saving throw at the end of each of its turns, ending the 
  effect on a success.
  Rain Frenzy Adaros revere storms, and their lust for blood is amplified exponentially while it is raining. While fighting in the rain or during other stormy 
  weather, adaros act as though affected by the haste spell. An adaro gains this benefit even if it is underwater, but only as long as it remains within a move 
  action away from the water’s surface (50 feet for most adaros).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Oceans
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Hunting Party (2-6x), or Tribe (7-12x)
    Treasure
  Standard
  AdAro
  
  53
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Spear Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit  1d8+4/x3 (8) 
  piercing 
  Spear Ranged weapon 
  attack: +4 to hit, one target.  
  Hit 1d8+3/x3 (8) piercing 
  Bite Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  
  Spear Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit  1d8+4/x3 (8) 
  piercing 
  Spear Ranged weapon 
  attack: +3 to hit, one target.  
  Hit 1d8+3/x3 (8) piercing 
  Bite Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  
  Spear Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit  1d8+10/x3 
  (14) piercing 
  Spear Ranged weapon 
  attack: +6 to hit, one target.  
  Hit 1d8+7/x3 (12) piercing 
  Bite Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target
  Spear Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 1d8+14/x3 (18) 
  piercing 
  Spear Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8+10/x3 (14) 
  piercing 
  Bite Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target
  Special 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Spear (5x)
  Spear (5x)
  Spear (5x)
  Spear (5x)
  
  54
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  27
  49
  112
  188
  Speed
  30 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful evil
  Medium monstrosity, 
  lawful evil
  Medium monstrosity, 
  lawful evil
  Large monstrosity, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 14 (+2) 
  CON 13 (+1) 
  INT 
  2 (-4) 
  WIS 
  11 (+0) 
  CHA 9 (-1)
  STR 
  13 (+1) 
  DEX 14 (+2) 
  CON 13 (+1) 
  INT 
  2 (-4) 
  WIS 
  11 (+0) 
  CHA 9 (-1)
  STR 
  17 (+3) 
  DEX 17 (+3) 
  CON 17 (+3) 
  INT 
  6 (+2) 
  WIS 
  15 (+2) 
  CHA 13 (+1)
  STR 
  20 (+5) 
  DEX 16 (+3) 
  CON 18 (+4) 
  INT 
  6 (+2) 
  WIS 
  15 (+2) 
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Aklo
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 13 Dexterity
  Saving Throw DC 14 Dexterity
  Saving Throw DC 17 Dexterity
  Saving Throw DC 19 Dexterity
  Adhesive A weapon that strikes an adherer becomes stuck fast to the creature’s adhesive flesh unless the wielder succeeds at a Dexterity save. A creature 
  adjacent to the adherer can attempt to pry off a stuck weapon with a DC 17 Strength check, but doing so provokes an attack of opportunity from the 
  adherer. The adherer’s adhesive flesh gives it advantage on grapple/grab checks. Fire can temporarily burn away an adherer’s adhesive coating-whenever 
  an adherer takes at least 10 points of fire damage, it loses its adhesive special quality for 1d4 rounds. Universal solvent, alchemical solvent, or a similar 
  fluid removes an adherer’s adhesive quality for 1 hour if it fails a Dexterity save, or for 1d4 rounds if it makes the save. The adherer’s skin loses its adhesive 
  quality 1 hour after the adherer dies. An adherer can release anything stuck to it as a free action. The save DCs are Constitution-based.
  Standard 
  Actions
  Slam Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d4+3 (6) 
  bludgeoning 
  Slam Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit 1d6+3 (6) 
  bludgeoning 
  Slam Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 1d6+7 (10) 
  bludgeoning 
  Slam Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 1d8+10 (14) 
  bludgeoning 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Forest (Temperate/Warm)
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Gang (2-5x), or Nest (6-12x)
    Treasure
  Standard
  Adherer
  
  55
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  56
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  33
  60
  118
  189
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small humanoid, chaotic 
  neutral
  Small humanoid, chaotic 
  neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 19 (+4) 
  CON 12 (+1) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 11 (+0)
  STR 
  12 (+1) 
  DEX 22 (+6) 
  CON 12 (+1) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 11 (+0)
  STR 
  16 (+3) 
  DEX 20 (+5) 
  CON 16 (+3) 
  INT 
  11 (+0) 
  WIS 
  15 (+2) 
  CHA 11 (+0)
  STR 
  18 (+4) 
  DEX 22 (+6) 
  CON 18 (+4) 
  INT 
  15 (+2) 
  WIS 
  18 (+4) 
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold
  Vulnerabilities
  Vulnerability to Fire
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Adlet, Common
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Arctic Stride An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects 
  an adlet normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Plains / Hills / Mountains (Cold)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-18x)
    Treasure
  Standard
  Adlet
  
  57
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Spear Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit  +1d8+2/x3 (0) 
  piercing 
  Spear Ranged weapon 
  attack: +7 to hit, one target.  
  Hit 1d8+2/x3 (6) piercing 
  Bite Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit
  Spear Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit  +1d8+2/x3 (0) 
  piercing 
  Spear Ranged weapon attack: 
  +10 to hit, one target.  Hit 
  1d8+2/x3 (6) piercing 
  Bite Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hi
  Spear Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit  1d8+7/x3 (12) 
  piercing 
  Spear Ranged weapon 
  attack: +8 to hit, one target.  
  Hit 1d8+5/x3 (10) piercing 
  Bite Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.
  Spear Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit  1d8+12/x3 (16) 
  piercing 
  Spear Ranged weapon 
  attack: +8 to hit, one target.  
  Hit 1d8+9/x3 (14) piercing 
  Bite Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target
  Special 
  Actions
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Frozen Breath An adlet’s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as 
  a result.  Recharge 2, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold 
  damage and staggers those in the area with numbing cold.  A Constitution save negates the staggered effect but not the 
  cold damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Spear
  Spear
  Spear
  Spear
  
  58
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  76
  141
  226
  337
  Speed
  30 ft. Fly 40 ft. (Poor)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2) 
  DEX 20 (+5) 
  CON 18 (+4) 
  INT 
  14 (+2) 
  WIS 
  18 (+4) 
  CHA 16 (+3)
  STR 
  18 (+4) 
  DEX 18 (+4) 
  CON 20 (+5) 
  INT 
  14 (+2) 
  WIS 
  18 (+4) 
  CHA 16 (+3)
  STR 
  20 (+5) 
  DEX 21 (+5) 
  CON 22 (+6) 
  INT 
  17 (+3) 
  WIS 
  20 (+5) 
  CHA 18 (+4)
  STR 
  22 (+6) 
  DEX 20 (+5) 
  CON 24 (+7) 
  INT 
  17 (+3) 
  WIS 
  20 (+5) 
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold, Critical Hits, Poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 6 ft.
  Passive Perception +18, 
  Darkvision 6 ft.
  Passive Perception +20, 
  Darkvision 6 ft.
  Passive Perception +21, 
  Darkvision 6 ft.
  Languages
  Envisaging
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Envisaging Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need 
  to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic 
  projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept 
  to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot 
  read the thoughts of any creature immune to mind-affecting effects.
  Standard 
  Actions
  Claw Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit  1d3+4 (6) 
  slashing 
  Claw Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit 1d4+5 (8) 
  slashing 
  Claw Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit 1d6+7 (10) 
  slashing 
  Claw Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit 1d8+10 (14) 
  slashing 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Outer Planes)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Collective (3-6x)
    Treasure
  None
  Aeon (AkhAnA)
  
  59
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 23
  Soul Siphoning As a standard action, an akhana can use its tail to siphon life essence from a grabbed foe. At the start 
  of the aeon’s turn, the victim loses 4d4 from their maximum HP until their next long rest (a Constitution save negates 
  and grants immunity to this akhana’s soul siphoning ability for 24 hours).  If this effect reduces a victim’s maximum 
  HP to 0 or less, or to less than their current hit point total, or reduces their current HP to zero or less, the target’s soul 
  tears free from its mortal body and gets stored within the body of the akhana as a trap the soul spell. The victim’s body 
  remains preserved as if via a gentle repose spell for as long as the soul is held by the akhana. The akhana can keep the 
  soul indefinitely, or can release it as a full-round action. Upon doing so, the released soul immediately returns to its body 
  if the body is within 300 feet, at which point the body returns to life and any negative levels imparted to it by the akhana 
  are removed. If the body is not within 300 feet (or if it has been destroyed), then the creature dies when its soul is 
  released. A miracle, limited wish, or wish can force a displaced soul to return to its proper body. If an akhana is slain, any 
  soul it contains is released automatically. An akhana can only hold one soul at a time.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cure serious wounds (at 
  will); gentle repose (at will); 
  inflict wounds (at will); 
  lesser restoration (1/day); 
  sanctuary (at will)
  cure serious wounds (at 
  will); gentle repose (at 
  will); inflict wounds (at 
  will); raise dead (1/day); 
  lesser restoration (3/day); 
  sanctuary (at will)
  cure serious wounds (at 
  will); gentle repose (at 
  will); inflict wounds (at 
  will); raise dead (1/day); 
  lesser restoration (3/day); 
  sanctuary (at will); power 
  word kill (1/day)
  cure serious wounds (at 
  will); gentle repose (at 
  will); inflict wounds (at 
  will); raise dead (1/day); 
  lesser restoration (3/day); 
  sanctuary (at will); power 
  word kill (3/day)
  Spellcasting
  -
  Possessions
  -
  
  60
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  80
  115
  194
  338
  Speed
  Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3) 
  DEX 18 (+4) 
  CON 15 (+2) 
  INT 
  18 (+4) 
  WIS 
  19 (+4) 
  CHA 18 (+4)
  STR 
  16 (+3) 
  DEX 18 (+4) 
  CON 15 (+2) 
  INT 
  19 (+4) 
  WIS 
  21 (+5) 
  CHA 18 (+4)
  STR 
  18 (+4) 
  DEX 17 (+3) 
  CON 18 (+4) 
  INT 
  19 (+4) 
  WIS 
  21 (+5) 
  CHA 18 (+4)
  STR 
  22 (+6) 
  DEX 18 (+4) 
  CON 22 (+6) 
  INT 
  21 (+5) 
  WIS 
  23 (+6) 
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold, Critical Hits, Poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Blind, Blindsight 60 ft., 
  Darkvision 90 ft.
  Passive Perception +19, 
  Blind, Blindsight 60 ft., 
  Darkvision 90 ft.
  Passive Perception +21, 
  Blind, Blindsight 60 ft., 
  Darkvision 90 ft.
  Passive Perception +23, 
  Blind, Blindsight 60 ft., 
  Darkvision 90 ft.
  Languages
  Envisaging
  Challenge
  8
  12
  18
  22
  Special 
  Abilities & 
  Qualities
  Envisaging Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need 
  to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic 
  projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept 
  to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot 
  read the thoughts of any creature immune to mind-affecting effects.
  Extension of All Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. 
  Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to 
  on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great 
  distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, 
  not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns,though, even the most dire reports of a single aeon rarely 
  inspire dramatic or immediate action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Outer Planes)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Tribunal (3x)
    Treasure
  None
  Aeon (bythos)
  
  61
  A
    Low
    Moderate
    Advanced
    Elite
  Aging Strike
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Aging Strike If a bythos strikes a living target with two slam attacks in a single round, the bythos ages the creature if it 
  fails a Constitution save. The victim gains all of the penalties from this aging and none of the bonuses. A venerable victim 
  targeted by this ability dies if it fails the save. This process is reversible with greater restoration, limited wish, miracle, or 
  wish.
  Standard 
  Actions
  Slams (4x) Melee weapon 
  attack: +5 to hit, reach 5 ft., 
  one target.  Hit 1d4+6 (8) 
  bludgeoning 
  Slams (4x) Melee weapon 
  attack: +5 to hit, reach 5 ft., 
  one target.  Hit  1d4+6 (8) 
  bludgeoning 
  Slams (4x) Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d6+6 
  (10) bludgeoning 
  Slams (4x) Melee weapon 
  attack: +9 to hit, reach 15 
  ft., one target.  Hit 2d6+10 
  (17) bludgeoning 
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Confusion Gaze Confusion for 1d4 rounds, 30 feet, Constitution negates.
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Temporal Strike As a standard action, a bythos can touch a creature or object to displace it from time. If the target fails 
  a save, it disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had 
  passed. If an object occupies that space, the creature appears in the closest available space to its original location-this 
  displacement does not cause the creature any additional harm.
  Innate 
  Spellcasting
  augury (at will); haste (1/
  day); slow (at will); teleport 
  (1/day)
  augury (at will); haste (3/
  day); plane shift (1/day); 
  slow (at will); teleport (3/
  day)
  augury (at will); haste (3/
  day); plane shift (1/day); 
  slow (at will); teleport (at 
  will)
  augury (at will); haste (3/
  day); plane shift (3/day); 
  slow (at will); teleport (at 
  will)
  Spellcasting
  -
  Possessions
  -
  
  62
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  8
  32
  65
  141
  Speed
  Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2) 
  DEX 12 (+1) 
  CON 7 (-2) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 10 (+0)
  STR 
  6 (-2) 
  DEX 12 (+1) 
  CON 8 (-1) 
  INT 
  9 (-1) 
  WIS 
  11 (+0) 
  CHA 10 (+0)
  STR 
  11 (+0) 
  DEX 16 (+3) 
  CON 12 (+1) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 14 (+2)
  STR 
  16 (+3) 
  DEX 14 (+2) 
  CON 16 (+3) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold, Critical Hits, Poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 6 ft.
  Passive Perception +13, 
  Darkvision 6 ft.
  Passive Perception +16, 
  Darkvision 6 ft.
  Passive Perception +17, 
  Darkvision 6 ft.
  Languages
  Envisaging
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Envisaging Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need 
  to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic 
  projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept 
  to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot 
  read the thoughts of any creature immune to mind-affecting effects.
  Extension of All Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. 
  Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to 
  on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great 
  distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, 
  not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns,though, even the most dire reports of a single aeon rarely 
  inspire dramatic or immediate action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Outer Planes)
    Rarity
  Rare
    Role
  Skirmisher /  Normal
    Organization
  Solitary, Pair, or Commune (3-12x)
    Treasure
  None
  Aeon (PArAcletus)
  
  63
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon attack: 
  -2 to hit, reach 5 ft., one 
  target.  Hit 1d3-1 (1) 
  bludgeoning 
  Slam Melee weapon attack: 
  -2 to hit, reach 5 ft., one 
  target.  Hit 1d4-1 (1) 
  bludgeoning 
  Slam Melee weapon attack: 
  +0 to hit, reach 5 ft., one 
  target.  Hit 1d4+1 (4) 
  bludgeoning 
  Slam Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit 1d6+4 (8) 
  bludgeoning 
  Special 
  Actions
  +1d4 electricity damage
  +1d6 electricity damage
  +2d4 electricity damage
  +2d6 electricity damage
  Electricity On each successful Slam attack, the creature inflicts additional electricity damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  calm emotions (2/day); 
  sanctuary (at will)
  calm emotions (3/day); 
  sanctuary (at will)
  calm emotions (5/day); 
  sanctuary (at will)
  calm emotions (at will); 
  sanctuary (at will)
  Spellcasting
  -
  Possessions
  -
  
  64
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  125
  174
  325
  493
  Speed
  Fly 60’
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3) 
  DEX 20 (+5) 
  CON 18 (+4) 
  INT 
  20 (+5) 
  WIS 
  20 (+5) 
  CHA 20 (+5)
  STR 
  17 (+3) 
  DEX 22 (+6) 
  CON 18 (+4) 
  INT 
  20 (+5) 
  WIS 
  22 (+6) 
  CHA 20 (+5)
  STR 
  19 (+4) 
  DEX 20 (+5) 
  CON 20 (+5) 
  INT 
  20 (+5) 
  WIS 
  22 (+6) 
  CHA 20 (+5)
  STR 
  23 (+6) 
  DEX 22 (+6) 
  CON 24 (+7) 
  INT 
  22 (+6) 
  WIS 
  24 (+7) 
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold, Critical Hits, Poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +19, Blindsight 120 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +21, Blindsight 120 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +23, Blindsight 120 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +25, Blindsight 120 ft., 
  Darkvision 120 ft.
  Languages
  Envisaging
  Challenge
  12
  16
  24
  27
  Special 
  Abilities & 
  Qualities
  Envisaging Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need 
  to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic 
  projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept 
  to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot 
  read the thoughts of any creature immune to mind-affecting effects.
  Extension of All Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. 
  Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to 
  on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great 
  distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, 
  not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns,though, even the most dire reports of a single aeon rarely 
  inspire dramatic or immediate action.
  Energy Touch A pleroma’s touch deals positive or negative energy, depending upon which type of energy would harm the creature touched. A pleroma’s 
  touch never heals damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Outer Planes)
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary or Tribunal (1x plus other Aeons)
    Treasure
  None
  Aeon (PleromA)
  
  65
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Touch Melee weapon 
  attack: +5 to hit, reach 5 ft., 
  one target.  Hit 20d6 (16) 
  bludgeoning 
  Touch Melee weapon 
  attack: +4 to hit, reach 5 ft., 
  one target.  Hit 20d6 (16) 
  bludgeoning 
  Touch Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 20d8 
  (18) bludgeoning 
  Touch Melee weapon attack: 
  +9 to hit, reach 15 ft., 
  one target.  Hit 60d6 (36) 
  bludgeoning 
  Special 
  Actions
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Sphere of Creation 3/day, the pleroma can manifest a 2-foot-diameter sphere of white energy that hovers above its left hand. By 
  concentrating, the pleroma can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in 
  any direction, but must remain within 300 feet of the pleroma or it immediately dissipates. Wherever the sphere travels, it leaves 
  behind a 5-foot-wide path of new matter, creating either new terrain (such as swamp, tundra, desert, or forest) or a 10-foot-square wall 
  composed of a single natural substance (such as clay, wood, or stone). Any existing matter, either living or nonliving that comes in 
  contact with the sphere must make a Constitution save or be absorbed and incorporated into the new substance (only freedom, miracle, 
  or wish can rescue creatures so trapped). Creatures that save are pushed to the nearest unoccupied location adjacent to the newly 
  created substance. The sphere is highly unstable and only lasts 1d4 minutes before exploding with a blinding flash. All creatures within 
  30 feet of the flash must make a Constitution save or be permanently blinded.
  Special 
  Actions
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Sphere of Oblivion Three times per day, the pleroma can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers 
  above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the 
  sphere must succeed on a Constitution save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are 
  destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the pleroma can control this sphere, 
  causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the 
  pleroma or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. 
  Alternatively, the pleroma may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When 
  thrown in this manner, the sphere implodes immediately after the attack is resolved.
  Innate 
  Spellcasting
  create food and water 
  (at will); daylight (3/
  day); darkness (3/day); 
  fabricate (3/day); freedom 
  of movement (5/day); abi-
  dalzim’s horrid wilting (3/
  day); mage’s disjunction 
  (1/day); creation (3/day); 
  mending (at will); plant 
  growth (3/day); stone shape 
  (at will); true seeing (at will);
  create food and water 
  (at will); daylight (3/
  day); darkness (3/day); 
  disintegrate (1/day); 
  fabricate (3/day); freedom 
  of movement (5/day); abi-
  dalzim’s horrid wilting (3/
  day); mage’s disjunction 
  (1/day); creation (3/day); 
  mending (at will); plant 
  growth (3/day); stone shape 
  (at will); true seeing (at will);
  create food and water 
  (at will); daylight (3/
  day); darkness (3/day); 
  disintegrate (3/day); 
  fabricate (3/day); freedom 
  of movement (5/day); abi-
  dalzim’s horrid wilting (3/
  day); mage’s disjunction 
  (1/day); creation (3/day); 
  mending (at will); plant 
  growth (3/day); stone 
  shape (at will); true seeing 
  (at will); wish (1/week)
  create food and water 
  (at will); daylight (3/
  day); darkness (3/day); 
  disintegrate (3/day); 
  fabricate (3/day); freedom 
  of movement (5/day); abi-
  dalzim’s horrid wilting (3/
  day); mage’s disjunction 
  (1/day); creation (3/day); 
  mending (at will); plant 
  growth (3/day); stone shape 
  (at will); true seeing (at will); 
  wish (1/day)
  Diving 
  Spellcasting
  Cleric (CL 6th): 
  2nd -enthrall; zone of 
  truth
  1st -detect evil and good; 
  detect evil and good
  0th -create food and 
  water; detect magic; 
  guidance
  Cleric (CL 8th): 
  4th -order’s wrath; lesser 
  restoration
  3rd -magic circle; 
  2nd -enthrall; zone of 
  truth
  1st -detect evil and good; 
  detect evil and good
  0th -create food and 
  water; detect magic; 
  guidance
  Cleric (CL 12th): 
  6th -banishment; 
  forbiddance; geas
  5th -dispel evil and 
  good; scrying
  4th -order’s wrath; lesser 
  restoration
  3rd -magic circle; 
  2nd -enthrall; zone of 
  truth
  1st -detect evil and 
  good; detect evil and 
  good
  0th -create food and 
  water; detect magic; 
  guidance
  Cleric (CL 18th): 
  9th -astral projection; 
  gate; 
  8th -holy aura; shield; 
  summon greater demon
  6th -banishment; 
  forbiddance; geas
  5th -dispel evil and good; 
  scrying
  4th -order’s wrath; lesser 
  restoration
  3rd -magic circle; 
  2nd -enthrall; zone of 
  truth
  1st -detect evil and good; 
  detect evil and good
  0th -create food and 
  water; detect magic; 
  guidance
  Possessions
  -
  
  66
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  36
  82
  160
  235
  Speed
  30 ft. Fly 30 ft. (Poor)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 16 (+3) 
  CON 11 (+0) 
  INT 
  9 (-1) 
  WIS 
  17 (+3) 
  CHA 10 (+0)
  STR 
  16 (+3) 
  DEX 12 (+1) 
  CON 15 (+2) 
  INT 
  9 (-1) 
  WIS 
  17 (+3) 
  CHA 10 (+0)
  STR 
  18 (+4) 
  DEX 16 (+3) 
  CON 18 (+4) 
  INT 
  13 (+1) 
  WIS 
  18 (+4) 
  CHA 14 (+2)
  STR 
  20 (+5) 
  DEX 14 (+2) 
  CON 20 (+5) 
  INT 
  13 (+1) 
  WIS 
  18 (+4) 
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity
  Immunities
  Cold, Critical Hits, Poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Envisgaing
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Envisaging Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need 
  to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic 
  projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept 
  to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a non-verbal form of telepathy. Aeons cannot 
  read the thoughts of any creature immune to mind-affecting effects.
  Extension of All Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. 
  Much of the knowledge is timeless, comprised of events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to 
  on all Knowledge skill checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely, over great 
  distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, 
  not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns,though, even the most dire reports of a single aeon rarely 
  inspire dramatic or immediate action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Outer Planes)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Collective (3-12x)
    Treasure
  None
  Aeon (theletos)
  
  67
  A
    Low
    Moderate
    Advanced
    Elite
  Fate Drain
  Saving Throw  
  Wisdom 13
  Saving Throw  
  Wisdom 16
  Saving Throw  
  Wisdom 19
  Saving Throw  
  Wisdom 21
  Fate Drain You possess a pair of flexible crystalline tentacles with which you can drain a creature’s sense of fate and destiny. Whenever you strikes a foe 
  with these tentacles, the creature struck must make a Wisdom save or take 1d4 points of Charisma damage. Until a creature’s Charisma damage from this 
  ability is healed (via a long rest, restoration or greater magic), the victim takes a -2 penalty on all saving throws (regardless of the actual total amount of 
  Charisma damage it takes).
  Standard 
  Actions
  Slam Melee weapon attack: 
  +4 to hit, reach 5 ft., two 
  targets.  Hit  1d4+3 (6) 
  bludgeoning 
  Tentacles Melee weapon 
  attack: +4 to hit, reach 5 ft., 
  two targets.  Hit  1d3+3 (5) 
  bludgeoning 
  Slam Melee weapon attack: 
  +6 to hit, reach 5 ft., two 
  targets.  Hit 1d6+4 (8) 
  bludgeoning 
  Tentacles Melee weapon 
  attack: +6 to hit, reach 5 ft., 
  two targets.  Hit 1d4+2 (4) 
  bludgeoning 
  Slam Melee weapon attack: 
  +7 to hit, reach 5 ft., two 
  targets.  Hit 1d8+6 (10) 
  bludgeoning 
  Tentacles Melee weapon 
  attack: +7 to hit, reach 5 ft., 
  two targets.  Hit 1d6+3 (6) 
  bludgeoning 
  Slam Melee weapon attack: 
  +8 to hit, reach 10 ft., two 
  targets.  Hit 2d6+8 (15) 
  bludgeoning Tentacles 
  Melee weapon attack: +8 to 
  hit, reach 10 ft., two targets.  
  Hit 1d8+4 (8) bludgeoning 
  Special 
  Actions
  Saving Throw  
  Wisdom 13
  Saving Throw  
  Wisdom 16
  Saving Throw  
  Wisdom 19
  Saving Throw  
  Wisdom 21
  Wreath of Fate As a full-round-action (Recharge 2), you can release a 60-foot cone of energy from your chest. Any 
  intelligent creature struck by this cone must make a Wisdom save or become nearly overwhelmed with the knowledge 
  of various fates that destiny has in store for him. There is no way to make sense of these myriad dooms and boons, and 
  as a result, the victim is Staggered. As long as this condition persists, the victim may choose to make two rolls when 
  attempting an attack roll, a saving throw, or a skill check, he must accept the worse of the two rolls, but in so doing the 
  wreath of fate passes from his soul and he is no longer staggered by this ability. Wreath of fate is a curse effect, and as 
  such can be affected by remove curse or similar magic; the effective caster level of this curse is equal to the CR of this 
  creature.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  augury (at will); charm 
  monster (1/day); 
  command (at will); dispel 
  magic (1/day); enthrall 
  (1/day); remove curse (1/
  day); sanctuary (at will); 
  suggestion (1/day)
  augury (at will); bestow 
  curse (1/day); charm 
  monster (1/day); 
  command (at will); 
  dispel magic (1/day); 
  enthrall (1/day); geas (1/
  day); remove curse (1/
  day); sanctuary (at will); 
  suggestion (1/day)
  augury (at will); bestow 
  curse (3/day); charm 
  monster (1/day); 
  command (at will); 
  dispel magic (3/day); 
  enthrall (3/day); geas (1/
  day); remove curse (3/
  day); sanctuary (at will); 
  suggestion (3/day)
  augury (at will); bestow 
  curse (5/day); charm 
  monster (3/day); 
  command (at will); 
  dispel magic (5/day); 
  enthrall (5/day); geas (1/
  day); remove curse (5/
  day); sanctuary (at will); 
  suggestion (5/day)
  Spellcasting
  -
  Possessions
  -
  
  68
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  43
  89
  151
  236
  Speed
  40 ft. Fly 90 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0) 
  DEX 20 (+5) 
  CON 14 (+2) 
  INT 
  13 (+1) 
  WIS 
  14 (+2) 
  CHA 14 (+2)
  STR 
  15 (+2) 
  DEX 18 (+4) 
  CON 17 (+3) 
  INT 
  13 (+1) 
  WIS 
  14 (+2) 
  CHA 14 (+2)
  STR 
  18 (+4) 
  DEX 21 (+5) 
  CON 21 (+4) 
  INT 
  19 (+3) 
  WIS 
  17 (+3) 
  CHA 17 (+3)
  STR 
  20 (+5) 
  DEX 20 (+5) 
  CON 21 (+5) 
  INT 
  19 (+3) 
  WIS 
  17 (+3) 
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil or silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 2d4
  Damage Healed/Inflicted 2d6
  Damage Healed/Inflicted 2d8
  Damage Healed/Inflicted 2d12
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing 2d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of 
  opportunity. Undead do not receive a saving throw against this damage.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Fear Aura
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Fear Aura 20 ft., Frightened for 1d4 rounds, Will save negates.  The aura functions like the fear spell. A fear aura is an area effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Air (Nirvana)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  Standard
  AgAthion (AvorAl)
  
  69
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit  1d10+1 (6) 
  slashing 
  Wing Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit  1d10+1 (6) 
  bludgeoning 
  Claw Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit 2d6+3 (10) 
  slashing 
  Wing Melee weapon attack: 
  +4 to hit, reach 5 ft., one 
  target.  Hit 2d6+1 (8) 
  bludgeoning 
  Claw Melee weapon attack: 
  +7 to hit, reach 5 ft., one 
  target.  Hit 3d6+5 (16) 
  slashing 
  Wing Melee weapon attack: 
  +7 to hit, reach 5 ft., one 
  target.  Hit 3d6+2 (12) 
  bludgeoning 
  Claw Melee weapon attack: 
  +8 to hit, reach 10 ft., one 
  target.  Hit 4d6+8 (22) 
  slashing 
  Wing Melee weapon attack: 
  +8 to hit, reach 10 ft., one 
  target.  Hit 4d6+4 (18) 
  bludgeoning 
  Special 
  Actions
  -
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (at will); blur (self 
  only) (at will); command 
  (at will); detect magic 
  (at will); dimension door 
  (at will); dispel magic 
  (at will); magic missile 
  (at will); gust of wind (at 
  will); light (at will); magic 
  circle (self only) (at will); 
  see invisibility (at will)
  aid (at will); blur (self 
  only) (at will); command 
  (at will); detect magic 
  (at will); dimension door 
  (at will); dispel magic 
  (at will); magic missile 
  (at will); gust of wind (at 
  will); hold person (at will); 
  light (at will); lightning 
  bolt (1/day); magic circle 
  (self only) (at will); see 
  invisibility (at will)
  aid (at will); blur (self 
  only) (at will); command 
  (at will); detect magic 
  (at will); dimension door 
  (at will); dispel magic 
  (at will); magic missile 
  (at will); gust of wind 
  (at will); hold person 
  (at will); light (at will); 
  lightning bolt (3/day); 
  magic circle (self only) 
  (at will); see invisibility 
  (at will)
  aid (at will); blur (self 
  only) (at will); command 
  (at will); detect magic 
  (at will); dimension door 
  (at will); dispel magic 
  (at will); magic missile 
  (at will); gust of wind 
  (at will); hold person 
  (at will); light (at will); 
  lightning bolt (5/day); 
  magic circle (self only) 
  (at will); see invisibility 
  (at will)
  Spellcasting
  -
  Possessions
  -
  
  70
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  46
  94
  156
  256
  Speed
  50 ft.
  Sprint Once per minute, a cervapral can move at 10 times its normal speed (500 feet) when it makes a 
  charge.
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1) 
  DEX 16 (+3) 
  CON 15 (+2) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 12 (+1)
  STR 
  12 (+1) 
  DEX 16 (+3) 
  CON 16 (+3) 
  INT 
  13 (+1) 
  WIS 
  13 (+1) 
  CHA 12 (+1)
  STR 
  17 (+3) 
  DEX 18 (+4) 
  CON 18 (+4) 
  INT 
  17 (+3) 
  WIS 
  17 (+3) 
  CHA 16 (+3)
  STR 
  19 (+4) 
  DEX 17 (+3) 
  CON 20 (+5) 
  INT 
  17 (+3) 
  WIS 
  17 (+3) 
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil or silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 3d4
  Damage Healed/Inflicted 3d6
  Damage Healed/Inflicted 3d8
  Damage Healed/Inflicted 3d12
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Freedom of Movement You can use Freedom of Movement, as per the spell, as a constant ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Nirvana)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Order (3-6x)
    Treasure
  Standard
  AgAthion (cervAPrAl)
  
  71
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Rapier Melee weapon 
  attack: +3 to hit, reach 5 ft., 
  one target.  Hit 1d6+2/18-
  20 (6) piercing 
  Gore Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d6+3 (6) 
  bludgeoning 
  Rapier Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d6+2/18-20 (6) 
  piercing 
  Gore Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d8+3 (8) 
  bludgeoning 
  Rapier Melee weapon 
  attack: +5 to hit, reach 5 ft., 
  one target.  Hit 1d6+4/18-
  20 (8) piercing 
  Gore Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 1d8+6 (10) 
  bludgeoning 
  Melee weapon attack: +6 to 
  hit, reach 10 ft., one target.  
  Hit 1d8+9/18-20 (14) 
  bludgeoning 
  Gore Melee weapon attack: 
  +6 to hit, reach 10 ft., one 
  target.  Hit 2d6+10 (17) 
  bludgeoning 
  Special 
  Actions
  Extra Damage 2d4
  Extra Damage 2d6
  Extra Damage 2d8
  Extra Damage 2d12
  Powerful Charge When you make a charge, your attack deals extra damage in addition to the normal benefits and hazards 
  of a charge.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  freedom of movement 
  (at will); knock (1/
  day); message (at will); 
  protection from evil 
  and good (1/day); lesser 
  restoration (at will)
  freedom of movement 
  (at will); knock (3/
  day); message (at will); 
  protection from evil 
  and good (3/day); lesser 
  restoration (at will)
  freedom of movement 
  (at will); knock (3/
  day); message (at will); 
  protection from evil 
  and good (3/day); lesser 
  restoration (at will); 
  seeming (1/day)
  freedom of movement 
  (at will); knock (5/
  day); message (at will); 
  protection from evil 
  and good (5/day); lesser 
  restoration (at will); 
  seeming (3/day)
  Spellcasting
  -
  Possessions
  -
  
  72
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  89
  154
  290
  445
  Speed
  30 ft.; Gallop When this creature uses a full-round action to run, it may move up to six times its speed.
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Huge celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5) 
  DEX 19 (+4) 
  CON 18 (+4) 
  INT 
  17 (+3) 
  WIS 
  19 (+4) 
  CHA 17 (+3)
  STR 
  20 (+5) 
  DEX 19 (+4) 
  CON 18 (+4) 
  INT 
  17 (+3) 
  WIS 
  19 (+4) 
  CHA 17 (+3)
  STR 
  22 (+6) 
  DEX 17 (+3) 
  CON 20 (+5) 
  INT 
  17 (+3) 
  WIS 
  19 (+4) 
  CHA 17 (+3)
  STR 
  27 (+8) 
  DEX 18 (+4) 
  CON 24 (+7) 
  INT 
  18 (+4) 
  WIS 
  21 (+5) 
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil and silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +23, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  8
  14
  21
  25
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 4d4
  Damage Healed/Inflicted 4d6
  Damage Healed/Inflicted 4d8
  Damage Healed/Inflicted 4d12
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Freedom of Movement You can use Freedom of Movement, as per the spell, as a constant ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Nirvana)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Collective (2-3x), or Herd (4-6x)
    Treasure
  Double
  AgAthion (cervinAl)
  
  73
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d4+10 (12) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d10+10 (16) 
  bludgeoning 
  Slam Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d4+12 (14) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d10+12 (18) 
  bludgeoning 
  Slam Melee weapon attack: 
  +9 to hit, reach 10 ft., one 
  target.  Hit 1d8+10 (14) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +9 to hit, reach 10 ft., one 
  target.  Hit 2d6+5 (12) 
  bludgeoning 
  Slam Melee weapon attack: 
  +12 to hit, reach 15 ft., one 
  target.  Hit 2d6+15 (22) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +12 to hit, reach 15 ft., one 
  target.
  Special 
  Actions
  Additional Damage 2d6+4 
  piercing
  Staggered Saving Throw  
  Constitution DC 17
  Additional Damage 2d8+8 
  piercing
  Staggered Saving Throw  
  Constitution DC 19
  Additional Damage 
  2d10+12 piercing
  Staggered Saving Throw  
  Constitution DC 22
  Additional Damage 
  4d10+16 piercing
  Staggered Saving Throw  
  Constitution DC 25
  Staggering Charge The creature can make a special charge combat maneuver, dealing piercing gore damage and 
  possibly staggering his opponent.  Any creature that takes damage from the creature’s charge attack must succeed at a 
  Constitution save or be staggered for 1 round.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  clairvoyance (1/day); 
  cure wounds (1/day); 
  freedom of movement 
  (at will); light (at will); 
  message (at will); scrying 
  (1/day); see invisibility 
  (at will)
  clairvoyance (1/day); cure 
  wounds (1/day); dispel 
  magic (1/day); freedom 
  of movement (at will); 
  light (at will); message 
  (at will); scrying (1/day); 
  see invisibility (at will); 
  teleport (at will)
  clairvoyance (1/day); 
  cure wounds (3/day); 
  dispel magic (1/day); 
  freedom of movement 
  (at will); light (at will); 
  message (at will); plane 
  shift (1/day); scrying (1/
  day); see invisibility (at 
  will); teleport (at will)
  clairvoyance (3/day); cure 
  wounds (5/day); dispel 
  magic (3/day); freedom 
  of movement (at will); 
  light (at will); message 
  (at will); plane shift (3/
  day); scrying (1/day); 
  see invisibility (at will); 
  teleport (at will)
  Spellcasting
  -
  Possessions
  -
  
  74
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  89
  154
  290
  445
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Huge celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5) 
  DEX 19 (+4) 
  CON 18 (+4) 
  INT 
  17 (+3) 
  WIS 
  19 (+4) 
  CHA 17 (+3)
  STR 
  20 (+5) 
  DEX 19 (+4) 
  CON 18 (+4) 
  INT 
  17 (+3) 
  WIS 
  19 (+4) 
  CHA 17 (+3)
  STR 
  22 (+6) 
  DEX 17 (+3) 
  CON 20 (+5) 
  INT 
  17 (+3) 
  WIS 
  19 (+4) 
  CHA 17 (+3)
  STR 
  22 (+8) 
  DEX 18 (+4) 
  CON 24 (+7) 
  INT 
  18 (+4) 
  WIS 
  21 (+5) 
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil and silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +23, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  8
  12
  17
  21
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 4d4
  Damage Healed/Inflicted 4d6
  Damage Healed/Inflicted 4d8
  Damage Healed/Inflicted 4d12
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Amphibious The creature can breathe air and/or water. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water (Nirvana)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary, Pair, or Pod (3-6x)
    Treasure
  Double
  AgAthion (cetAceAl)
  
  75
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to 
  stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms 
  that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws to anyone within 20 feet of the creature. Otherwise, it functions as a magic circle against evil effect 
  and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 8). The defensive benefits from the circle are not included 
  in the above stat block.
  Standard 
  Actions
  Slam Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d4+10 (12) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d10+10 (16) 
  bludgeoning 
  Slam Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d4+12 (14) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit  1d10+12 (18) 
  bludgeoning 
  Slam Melee weapon attack: 
  +9 to hit, reach 10 ft., one 
  target.  Hit 1d8+10 (14) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +9 to hit, reach 10 ft., one 
  target.  Hit 2d6+5 (12) 
  bludgeoning 
  Slam Melee weapon attack: 
  +12 to hit, reach 15 ft., one 
  target.  Hit 2d6+15 (22) 
  bludgeoning 
  Hoof Melee weapon attack: 
  +12 to hit, reach 15 ft., one 
  target.
  Special 
  Actions
  Total Damage 12d4
  Saving Throw  
  Dexterity DC 17
  Total Damage 12d6
  Saving Throw  
  Dexterity DC 19
  Total Damage 12d8
  Saving Throw  
  Dexterity DC 22
  Total Damage 12d10
  Saving Throw  
  Dexterity DC 15
  Shockwave Once per day, you can release a 100-foot-radius burst of energy.  All creatures in the area take damage; half 
  of this damage is cold, and half is electricity (Dexterity save halves).
  Special 
  Actions
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Push After making a successful melee strike, you may attempt another strike using the same attack bonus. If successful, 
  this check pushes a creature directly away. This ability only works on creatures of a size equal to or smaller than the 
  pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move 
  them into a solid object or creature.  Any creature moved by a this push attack must make a Constitution saving throw or 
  be Stunned for 1 round.
  Innate 
  Spellcasting
  awaken (1/day); cone 
  of cold (1/day); cure 
  wounds (3/day); detect 
  thoughts (at will); heal 
  (3/day); hold monster 
  (at will); light (at will); 
  lightning bolt (at will); 
  message (at will); 
  neutralize poison (3/
  day); lesser restoration 
  (3/day); teleport (self 
  plus lbs. of objects only) 
  (1x/day)
  awaken (1/day); cone of 
  cold (1/day); cure wounds 
  (3/day); detect thoughts 
  (at will); heal (3/day); hold 
  monster (at will); light 
  (at will); lightning bolt (at 
  will); message (at will); 
  neutralize poison (3/day); 
  lesser restoration (3/day); 
  summon greater demon 
  (water elementals only) 
  (1/day); teleport (self plus 
  lbs. of objects only) (at 
  will)
  awaken (1/day); cone 
  of cold (3/day); cure 
  wounds (3/day); detect 
  thoughts (at will); heal 
  (3/day); hold monster 
  (at will); light (at will); 
  lightning bolt (at will); 
  message (at will); 
  neutralize poison (5/
  day); lesser restoration 
  (5/day); summon greater 
  demon (water elementals 
  only) (1/day); teleport 
  (self plus lbs. of objects 
  only) (at will)
  awaken (1/day); cone 
  of cold (3/day); cure 
  wounds (3/day); detect 
  thoughts (at will); heal 
  (3/day); hold monster 
  (at will); light (at will); 
  lightning bolt (at will); 
  message (at will); 
  neutralize poison (7/day); 
  lesser restoration (7/day); 
  summon greater demon 
  (water elementals only) 
  (3/day); teleport (self 
  plus lbs. of objects only) 
  (at will)
  Spellcasting
  -
  Possessions
  +1 shortspear
  +1 shortspear
  +1 shortspear
  +1 shortspear
  
  76
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  108
  169
  312
  477
  Speed
  40 ft. Fly 120 ft. (Average)
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Huge celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4) 
  DEX 17 (+3) 
  CON 17 (+3) 
  INT 
  17 (+3) 
  WIS 
  17 (+3) 
  CHA 18 (+4)
  STR 
  21 (+5) 
  DEX 17 (+3) 
  CON 18 (+4) 
  INT 
  19 (+4) 
  WIS 
  19 (+4) 
  CHA 18 (+4)
  STR 
  25 (+7) 
  DEX 13 (+1) 
  CON 20 (+5) 
  INT 
  19 (+4) 
  WIS 
  19 (+4) 
  CHA 18 (+4)
  STR 
  30 (+10) 
  DEX 15 (+2) 
  CON 24 (+7) 
  INT 
  21 (+5) 
  WIS 
  21 (+5) 
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil and silver
  Immunities
  Electricity, Fire, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +19, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +21, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +23, Blindsight 60 ft., 
  Darkvision 120 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  12
  16
  24
  27
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 6d4
  Damage Healed/Inflicted 6d6
  Damage Healed/Inflicted 6d8
  Damage Healed/Inflicted 6d12
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to 
  stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms 
  that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Air (Nirvana)
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary, Pair, or Flight (3-6x)
    Treasure
  Double
  AgAthion (drAconAl)
  
  77
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws to anyone within 20 feet of the creature. Otherwise, it functions as a magic circle against evil effect 
  and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 8). The defensive benefits from the circle are not included 
  in the above stat block.
  Fire Creature inflicts an extra 1d6 fire damage with each successful bite and claw attack.
  Standard 
  Actions
  Bite Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit  1d10+10 (16) 
  piercing 
  Claw Melee weapon attack: 
  +6 to hit, reach 5 ft., one 
  target.  Hit  1d6+10 (14) 
  slashing 
  Bite Melee weapon attack: 
  +7 to hit, reach 5 ft., one 
  target.  Hit  1d10+13 (18) 
  piercing 
  Claw Melee weapon attack: 
  +7 to hit, reach 5 ft., one 
  target.  Hit  1d6+13 (16) 
  slashing 
  Bite Melee weapon attack: 
  +9 to hit, reach 10 ft., one 
  target.  Hit 2d6+13 (20) 
  piercing 
  Claw Melee weapon attack: 
  +9 to hit, reach 10 ft., one 
  target.  Hit 1d8+6 (10) 
  slashing 
  Bite Melee weapon attack: 
  +13 to hit, reach 15 ft., one 
  target.  Hit 4d6+17 (31) 
  piercing 
  Claw Melee weapon attack: 
  +13 to hit, reach 15 ft., 
  one target.  Hit 3d6+8 (18) 
  slashing 
  Special 
  Actions
  Saving Throw  
  Dexterity DC 18;
  Damage 10d6
  Saving Throw  
  Dexterity DC 19
  Damage 14d6
  Saving Throw  
  Dexterity DC 22;
  Damage 16d6
  Saving Throw  
  Dexterity DC 25;
  Damage 20d6
  Fire Breath 120-ft. line, fire damage, Dexterity save halves damage, Recharge 2
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  command (at will); control 
  water (1/day); control 
  weather (1/day); control 
  winds (1/day); cure wounds 
  (1/day); detect thoughts 
  (at will); gust of wind (at 
  will);  hold monster (at 
  will); identify (at will); light 
  (at will); lightning bolt (at 
  will); mage hand (at will); 
  message (at will); neutralize 
  poison (1/day); plane shift 
  (1/day); lesser restoration 
  (1/day); teleport (self plus 
  lbs. of objects only) (at will)
  command (at will); control 
  water (1/day); control 
  weather (1/day); control 
  winds (1/day); cure wounds 
  (3/day); detect thoughts (at 
  will); gust of wind (at will); 
  heal (1/day); hold monster 
  (at will); identify (at will); 
  light (at will); lightning bolt 
  (at will); mage hand (at will); 
  message (at will); neutralize 
  poison (3/day); plane shift 
  (1/day); lesser restoration 
  (3/day); teleport (self plus 
  lbs. of objects only) (at will)
  command (at will); control 
  water (3/day); control 
  weather (3/day); control 
  winds (3/day); cure wounds 
  (5/day); detect thoughts (at 
  will); gust of wind (at will); 
  heal (3/day); hold monster 
  (at will); identify (at will); 
  light (at will); lightning 
  bolt (at will); mage hand 
  (at will); message (at will); 
  neutralize poison (5/day); 
  plane shift (1/day); lesser 
  restoration (5/day); teleport 
  (self plus lbs. of objects 
  only) (at will)
  command (at will); control 
  water (5/day); control 
  weather (5/day); control 
  winds (5/day); cure wounds 
  (7/day); detect thoughts (at 
  will); gust of wind (at will); 
  heal (3/day); hold monster 
  (at will); identify (at will); 
  light (at will); lightning bolt 
  (at will); mage hand (at will); 
  message (at will); neutralize 
  poison (7/day); plane shift 
  (3/day); lesser restoration 
  (7/day); teleport (self plus 
  lbs. of objects only) (at will)
  Spellcasting
  Cleric (CL 20th): abcd
  Possessions
  -
  
  78
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  86
  157
  239
  336
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3) 
  DEX 18 (+4) 
  CON 14 (+2) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 13 (+1)
  STR 
  20 (+5) 
  DEX 15 (+2) 
  CON 17 (+3) 
  INT 
  12 (+1) 
  WIS 
  12 (+1) 
  CHA 13 (+1)
  STR 
  23 (+6) 
  DEX 18 (+4) 
  CON 19 (+4) 
  INT 
  16 (+3) 
  WIS 
  16 (+3) 
  CHA 17 (+3)
  STR 
  26 (+8) 
  DEX 17 (+3) 
  CON 21 (+5) 
  INT 
  16 (+3) 
  WIS 
  16 (+3) 
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil and silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  10
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 6d4
  Damage Healed/Inflicted 6d6
  Damage Healed/Inflicted 6d8
  Damage Healed/Inflicted 6d12
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws to anyone within 20 feet of the creature. Otherwise, it functions as a magic circle against evil effect 
  and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 8). The defensive benefits from the circle are not included 
  in the above stat block.
  Fire Creature inflicts an extra 1d6 fire damage with each successful bite and claw attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Nirvana)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Pride (3-8x)
    Treasure
  Standard
  AgAthion (leonAl)
  
  79
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws to anyone within 20 feet of the creature. Otherwise, it functions as a magic circle against evil effect 
  and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 8). The defensive benefits from the circle are not included 
  in the above stat block.
  Fire Creature inflicts an extra 1d6 fire damage with each successful bite and claw attack.
  Standard 
  Actions
  Bite Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit  1d6+7 (10) 
  piercing 
  Claw Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit  1d4+7 (10) 
  slashing 
  Bite Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit 1d8+8 (12) 
  piercing 
  Claw Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit 1d6+8 (12) 
  slashing 
  Bite Melee weapon attack: 
  +9 to hit, reach 5 ft., one 
  target.  Hit 2d6+11 (18) 
  piercing 
  Claw Melee weapon attack: 
  +9 to hit, reach 5 ft., one 
  target.  Hit 1d8+11 (16) 
  slashing 
  Bite Melee weapon attack: 
  +11 to hit, reach 10 ft., one 
  target.  Hit 3d6+13 (24) 
  piercing 
  Claw Melee weapon attack: 
  +11 to hit, reach 10 ft., one 
  target.  Hit 2d6+13 (20) 
  slashing 
  Special 
  Actions
  Saving Throw 
  Constitution DC 16
  Sonic Damage 1d6
  Saving Throw 
  Constitution DC 18
  Sonic Damage 2d6
  Saving Throw 
  Constitution DC 20
  Sonic Damage 4d6
  Saving Throw 
  Constitution DC 22
  Sonic Damage 8d6
  Roar Up to three times per day, this creature can emit a powerful roar as a standard action.  Each roar affects a 60-foot 
  cone; non-good creatures in that area must make a Constitution save or be Deafened.  Separately, creatures in this area 
  suffer sonic damage (separate Constitution save negates).  This is a sonic effect.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cure wounds (3/day); 
  detect thoughts (at will); 
  fireball (1/day); heal (1/
  day); hold monster (1/
  day); lesser restoration 
  (1/day); wall of force (3/
  day)
  cure wounds (3/day); 
  detect thoughts (at will); 
  fireball (3/day); heal (1/
  day); hold monster (3/
  day); lesser restoration 
  (3/day); wall of force (3/
  day)
  cure wounds (3/day); 
  detect thoughts (at will); 
  fireball (5/day); heal (1/
  day); hold monster (5/
  day); lesser restoration 
  (3/day); wall of force (3/
  day)
  cure wounds (3/day); 
  detect thoughts (at will); 
  fireball (at will); heal (1/
  day); hold monster (at 
  will); lesser restoration 
  (3/day); wall of force (3/
  day)
  Spellcasting
  -
  Possessions
  -
  
  80
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  125(natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  11
  42
  87
  151
  Speed
  30 ft. Fly 90 ft. (Good)
  Size, Type, 
  Alignment
  Tiny celestial, neutral good
  Tiny celestial, neutral good
  Tiny celestial, neutral good
  Small celestial, neutral good
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  8 (-1) 
  WIS 
  10 (+0) 
  CHA 11 (+0)
  STR 
  2 (-4) 
  DEX 13 (+1) 
  CON 10 (+0) 
  INT 
  8 (-1) 
  WIS 
  10 (+0) 
  CHA 11 (+0)
  STR 
  7 (-2) 
  DEX 17 (+3) 
  CON 14 (+2) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 15 (+2)
  STR 
  12 (+1) 
  DEX 15 (+2) 
  CON 17 (+3) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil or silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 2d4
  Damage Healed/Inflicted 4d6
  Damage Healed/Inflicted 6d6
  Damage Healed/Inflicted 6d8
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
  Heroic Strength Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for one minute.
  Cat’s Luck Once per day as a standard action, creature may grant one ally within 30 feet a +1 luck bonus on all its saving throws 
  for 10 minutes.
  Spectral Mist This creature can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same 
  effect as a gaseous form spell, except the silvanshee retains its own abilities and can move at its normal speed. It can remain in 
  mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Nirvana)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Clowder (3-10x)
    Treasure
  Standard
  AgAthion (silvAnshee)
  
  81
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon attack: 
  -5 to hit, reach 0 ft., one 
  target.  Hit 1d3-4 (3) 
  piercing 
  Claw Melee weapon attack: 
  -5 to hit, reach 0 ft., one 
  target.  Hit 1d2-4 (4) 
  slashing 
  Bite Melee weapon attack: -5 
  to hit, reach 0 ft., one target.  
  Hit 1d4-3 (2) piercing 
  Claw Melee weapon attack: 
  -5 to hit, reach 0 ft., one 
  target.  Hit 1d3-3 (2) 
  slashing 
  Bite Melee weapon attack: 
  -2 to hit, reach 0 ft., one 
  target.  Hit 1d4-1 (1) 
  piercing 
  Claw Melee weapon attack: 
  -2 to hit, reach 0 ft., one 
  target.  Hit 1d3-1 (1) 
  slashing 
  Bite Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit 1d6+2 (6) 
  piercing 
  Claw Melee weapon attack: 
  +2 to hit, reach 5 ft., one 
  target.  Hit 1d4+2 (4) 
  slashing 
  Innate 
  Spellcasting
  commune (1/week); 
  dancing lights (at will); 
  dimension door (self plus 
  lbs. of objects only) (1/
  day); know direction (at 
  will); prestidigitation (at 
  will); (at will)
  commune (1/week); 
  dancing lights (at will); 
  dimension door (self plus 
  lbs. of objects only) (1/
  day); know direction (at 
  will); prestidigitation (at 
  will); (at will)
  commune (1/week); 
  dancing lights (at will); 
  dimension door (self 
  plus lbs. of objects only) 
  (1/day); know direction 
  (at will); prestidigitation 
  (at will); (at will)
  commune (1/week); 
  dancing lights (at will); 
  dimension door (self plus 
  lbs. of objects only) (1/
  day); know direction (at 
  will); prestidigitation (at 
  will); (at will)
  Spellcasting
  -
  Possessions
  -
  
  82
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  55
  90
  161
  245
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Small celestial, neutral 
  good
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0) 
  DEX 14 (+2) 
  CON 15 (+2) 
  INT 
  17 (+3) 
  WIS 
  13 (+1) 
  CHA 14 (+2)
  STR 
  11 (+0) 
  DEX 14 (+2) 
  CON 15 (+2) 
  INT 
  17 (+3) 
  WIS 
  13 (+1) 
  CHA 14 (+2)
  STR 
  16 (+3) 
  DEX 17 (+3) 
  CON 18 (+4) 
  INT 
  18 (+4) 
  WIS 
  17 (+3) 
  CHA 17 (+3)
  STR 
  18 (+4) 
  DEX 16 (+3) 
  CON 20 (+5) 
  INT 
  18 (+4) 
  WIS 
  17 (+3) 
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil or silver
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Draconic, Infernal, Speak with Animals, Truespeech
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Damage Healed/Inflicted 2d4
  Damage Healed/Inflicted 4d6
  Damage Healed/Inflicted 6d6
  Damage Healed/Inflicted 6d8
  Lay on Hands You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, 
  you can heal damage. Using this ability is a standard action. You need one free hand to use this ability. Alternatively, you can use this healing power to deal 
  damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and doesn’t provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.  This ability also functions as a remove disease spell.
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster level 5). This ability 
  is always active.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (Nirvana)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Team (3-12x)
    Treasure
  Standard
  AgAthion (vulPinAl)
  
  83
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Calm Emotions Aura A vulpinal’s aura acts like a calm emotions spell with a radius of 30 feet. Any creature entering this 
  area must make a Wisdom save to resist the effect. A creature that makes its save is immune to that vulpinal’s aura for 
  24 hours.
  Standard 
  Actions
  Bite Melee weapon attack: +1 to hit, 
  reach 5 ft., one target.  Hit 1d4+1 
  (4) piercing 
  Claw Melee weapon attack: +1 
  to hit, reach 5 ft., one target.  Hit 
  1d3+1 (3) slashing 
  Bite Melee weapon attack: +0 to hit, 
  reach 5 ft., one target.  Hit 1d6+1 
  (4) piercing 
  Claw Melee weapon attack: +0 to hit, 
  reach 5 ft., one target.  Hit 1d4+1 
  (4) slashing 
  Bite Melee weapon attack: +4 to hit, 
  reach 5 ft., one target.  Hit 1d6+4 
  (8) piercing 
  Claw Melee weapon attack: +4 
  to hit, reach 5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  Bite Melee weapon attack: +6 to hit, 
  reach 5 ft., one target.  Hit 1d8+6 
  (10) piercing 
  Claw Melee weapon attack: +6 
  to hit, reach 5 ft., one target.  Hit 
  1d6+6 (10) slashing 
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm monster (1/day); 
  detect evil and good (at 
  will); dimension door 
  (self plus lbs. of objects 
  only) (1/day); dispel evil 
  and good (1/day); flame 
  arrow (1/day); invisibility 
  (self only) (at will); mage 
  armor (at will); major 
  image (1/day); lesser 
  restoration (1/day)
  charm monster (2/day); 
  detect evil and good (at 
  will); dimension door (self 
  plus lbs. of objects only) 
  (2/day); dispel evil and 
  good (1/day); flame arrow 
  (2/day); invisibility (self 
  only) (at will); mage armor 
  (at will); major image (1/
  day); lesser restoration 
  (2/day)
  charm monster (3/day); 
  detect evil and good (at 
  will); dimension door 
  (self plus lbs. of objects 
  only) (3/day); dispel evil 
  and good (3/day); flame 
  arrow (3/day); invisibility 
  (self only) (at will); mage 
  armor (at will); major 
  image (1/day); lesser 
  restoration (3/day)
  charm monster (5/day); 
  detect evil and good (at 
  will); dimension door 
  (self plus lbs. of objects 
  only) (5/day); dispel evil 
  and good (3/day); flame 
  arrow (3/day); invisibility 
  (self only) (at will); mage 
  armor (at will); major 
  image (1/day); lesser 
  restoration (3/day)
  Spellcasting
  -
  Possessions
  -
  
  84
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  26
  70
  118
  199
  Speed
  30 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  neutral evil
  Large monstrosity, neutral 
  evil
  Large monstrosity, 
  neutral evil
  Huge monstrosity, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2) 
  DEX 18 (+4) 
  CON 11 (+0) 
  INT 
  7 (-2) 
  WIS 
  12 (+1) 
  CHA 14 (+2)
  STR 
  17 (+3) 
  DEX 15 (+2) 
  CON 15 (+2) 
  INT 
  7 (-2) 
  WIS 
  12 (+1) 
  CHA 14 (+2)
  STR 
  20 (+5) 
  DEX 18 (+4) 
  CON 18 (+4) 
  INT 
  11 (+0) 
  WIS 
  16 (+3) 
  CHA 17 (+3)
  STR 
  22 (+6) 
  DEX 17 (+3) 
  CON 20 (+5) 
  INT 
  11 (+0) 
  WIS 
  16 (+3) 
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Voice Mimicry An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard. When mimicking 
  a voice, an ahuizotl must make a Deception check opposed by its listener’s Perception check. If the listener has never heard the voice the ahuizotl is 
  attempting to mimic, the listener takes a -8 penalty on the check.
  Standard 
  Actions
  Bite Melee weapon attack: +4 to hit, 
  reach 10 ft., one target.  Hit 1d6+3 
  (6) piercing 
  Claw Melee weapon attack: +4 to 
  hit, reach 10 ft., one target.  Hit 
  1d4+3/19-20 (6) slashing 
  Bite Melee weapon attack: +5 to hit, 
  reach 10 ft., one target.  Hit 1d8+5 
  (10) piercing 
  Claw Melee weapon attack: +5 to 
  hit, reach 10 ft., one target.  Hit 
  1d6+5/19-20 (8) slashing 
  Bite Melee weapon attack: +7 to hit, 
  reach 5 ft., one target.  Hit 1d8+7 
  (12) piercing 
  Claw Melee weapon attack: +7 
  to hit, reach 5 ft., one target.  Hit 
  1d6+7/19-20 (10) slashing 
  Bite Melee weapon attack: +9 to hit, 
  reach 10 ft., one target.  Hit 2d6+10 
  (17) piercing 
  Claw Melee weapon attack: +9 to 
  hit, reach 10 ft., one target.  Hit 
  1d8+10/19-20 (14) slashing 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Lakes, Rivers, or Swamps
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  Standard
  Ahuizotl
  
  85
  A
  
  86
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  58
  114
  192
  228
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium construct, lawful 
  evil
  Medium construct, lawful 
  evil
  Large construct, lawful 
  evil
  Huge construct, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5) 
  DEX 16 (+3) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 1 (-5)
  STR 
  20 (+5) 
  DEX 16 (+3) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 1 (-5)
  STR 
  22 (+6) 
  DEX 12 (+1) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 1 (-5)
  STR 
  26 (+8) 
  DEX 14 (+2) 
  CON 10 (+0) 
  INT 
  10 (+0) 
  WIS 
  14 (+2) 
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  20
  32
  36
  Standard 
  Actions
  Claw Melee weapon attack: +8 
  to hit, reach 5 ft., one target.  Hit  
  1d6+10 (14) slashing damage.
  Wing Slam Melee weapon attack: 
  +8 to hit, reach 5 ft., one target.  Hit  
  1d6+10 (14) bludgeoning damage.
  Body Slam Melee weapon attack: 
  +8 to hit, reach 5 ft., one target.  Hit  
  2d6+10 (17) bludgeoning damage.
  Claw Melee weapon attack: +7 to hit, 
  reach 5 ft., one target.  Hit  1d6+12 
  (16) slashing damage.
  Wing Slam Melee weapon attack: 
  +7 to hit, reach 5 ft., one target.  Hit  
  1d6+12 (16) bludgeoning damage.
  Body Slam Melee weapon attack: 
  +7 to hit, reach 5 ft., one target.  Hit  
  2d6+12 (19) bludgeoning damage.
  Claw Melee weapon attack: +10 
  to hit, reach 10 ft., one target.  Hit 
  1d8+10 (14) slashing damage.
  Wing Slam Melee weapon attack: 
  +10 to hit, reach 10 ft., one target.  
  Hit 1d8+5 (10) bludgeoning 
  damage.
  Body Slam Melee weapon attack: 
  +10 to hit, reach 10 ft., one target.  
  Hit 2d8+5 (14) bludgeoning 
  damage.
  Claw Melee weapon attack: +12 
  to hit, reach 15 ft., one target.  Hit 
  3d6+14 (24) slashing damage.
  Wing Slam Melee weapon attack: 
  +12 to hit, reach 15 ft., one target.  
  Hit 3d6+7 (18) bludgeoning 
  damage.
  Body Slam Melee weapon attack: 
  +12 to hit, reach 15 ft., one target.  
  Hit 4d8+7 (25) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Soldier / Elite
    Organization
  Solitary
    Treasure
  None
  AkAruzug
  
  87
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Saving Throw  
  Constitution DC 13
  Hit Point Reduction 2d4
  Saving Throw  
  Constitution DC 16
  Hit Point Reduction 2d6
  Saving Throw  
  Constitution DC 19
  Hit Point Reduction 2d8
  Saving Throw  
  Constitution DC 19
  Hit Point Reduction 2d12
  Soul Steal An akaruzug can attempt to draw additional soul energy into it. One victim within melee range must succeed in a Constitution save or have its 
  maximum hit points and current hit points reduced.  This penalty can be removed after a long rest.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  88
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  12
  40
  94
  158
  Speed
  40 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Large aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  5 (-3)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  5 (-3)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  Cold, diseased, poisoned
  Vulnerabilities
  Deaf, Vulnerable to Salt Water
  Senses
  Passive Perception +10, 
  Darkvision 120 ft.
  Passive Perception +10, 
  Darkvision 120 ft.
  Passive Perception +12, 
  Darkvision 120 ft.
  Passive Perception +12, 
  Darkvision 120 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Damage 1d2
  Saving Throw  
  Constitution DC 15
  Damage 1d2
  Saving Throw  
  Constitution DC 17
  Damage 1d3
  Saving Throw  
  Constitution DC 19
  Damage 1d4
  Void Bite Akatas hold hundreds of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Only 
  humanoids make suitable hosts for akata young - all other creature types are immune to this parasitic infection. The disease itself is known as void death. 
  Disease: Void Death: Bite - injury; save Constitution; onset 1 hour; frequency 1/day; effect Dex and Con damage; an infected creature who dies rises as a 
  void zombie 2d4 hours later; cure 2 consecutive saves.  Ability score damage is healed in full following a full rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Pack (3-30x)
    Treasure
  Standard
  AkAtA
  
  89
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Tentacle Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Tentacle Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 5 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  90
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  57
  84
  174
  297
  Speed
  40 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  2 (-4)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  2 (-4)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  2 (-4)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  27 (+8)
  DEX 15 (+2)
  CON 21 (+5)
  INT 
  6 (-2)
  WIS 
  17 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Cold
  Vulnerabilities
  Vulnerability to Fire
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  Aquan (cannot speak)
  Challenge
  8
  12
  18
  22
  Special 
  Abilities & 
  Qualities
  Snow Vision An akhlut can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snowy weather.
  Snow Walking An akhlut can walk on snow or thin sheets of ice as though affected by water walk. It only leaves a trail on such surfaces when it wants to.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit  
  4d8+9 (27) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit  
  4d8+12 (30) piercing 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  15 ft., one target.  Hit 
  4d8+10/19-20 (28) 
  piercing damage.
  Bite Melee weapon 
  attack: +11 to hit, reach 
  20 ft., one target.  Hit 
  4d8+15/19-20 (33) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Lakes, Plains, or Oceans
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary
    Treasure
  None
  Akhlut
  
  91
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Shore Storming An akhlut automatically transforms into an orca whenever it is fully immersed in water, losing its legs 
  and fur. Likewise, when an akhlut emerges from the water, it automatically transforms into its wolf-orca hybrid form. If an 
  akhlut moves from water to land (or vice versa) on the round before initiating combat, it gains advantage on its initiative 
  check. This initial attack resolves as a charge. An akhlut has the same statistics in both forms.
  Special 
  Actions
  Cold Damage 2d6
  Cold Damage 4d6
  Cold Damage 6d6
  Cold Damage 8d6
  Swallow Whole The creature makes one bite Attack against a Medium or smaller target. If the Attack hits, the target is 
  swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside 
  the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have only one target 
  swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  control weather 1/day
  control weather 1/day
  control weather 3/day
  control weather 5/day
  Spellcasting
  -
  Possessions
  -
  
  92
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  30
  68
  127
  167
  Speed
  Fly 30 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  9 (-1)
  CHA 14 (+2)
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  9 (-1)
  CHA 14 (+2)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  13 (+1)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  13 (+1)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Aklo, Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Wisdom Damage 1d2
  Wisdom Damage 1d3
  Wisdom Damage 1d4
  Wisdom Damage 1d6
  Madness Anyone targeting an allip with a thought detection, mind control, or telepathic effect makes direct contact with its tortured mind and takes points 
  of Wisdom damage.  This damage is undone via a long rest.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Wisdom Damage 1d2
  Saving Throw  
  Wisdom DC 15
  Wisdom Damage 1d3
  Saving Throw  
  Wisdom DC 17
  Wisdom Damage 1d4
  Saving Throw  
  Wisdom DC 18
  Wisdom Damage 1d6
  Touch of Insanity The touch of an allip deals Wisdom damage (Wisdom save negates). With each successful attack, an 
  allip regains 5 lost hit points.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Haunt (3-6x)
    Treasure
  Incidental
  AlliP
  
  93
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d4 (4) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 10 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  94
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  17
  36
  90
  159
  Speed
  30 ft. Burrow 10 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  4 (-3)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  7 (-2)
  WIS 
  13 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  Sylvan (cannot speak)
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Magic Horn While on the creature’s head, an almiraj’s horn is treated as a +1 weapon. Any living creature slain by an almiraj’s gore attack immediately turns 
  to stone (as if by the flesh to stone spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and 
  counts as a  weapon if used to create a magical dagger or similar small piercing weapon.
  Standard 
  Actions
  Gore Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit 2d4-1 
  (1) bludgeoning damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 2d6-1 
  (1) bludgeoning damage.
  Gore Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  2d6+1 (8) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  3d6+4 (14) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills, Plains, or Forests
    Rarity
  Rare
    Role
  Brute / Minion
    Organization
  Solitary
    Treasure
  Incidental
  AlmirAj
  
  95
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  96
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  5
  29
  65
  123
  Speed
  10 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  2 (-4)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  3 (-4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  2 (-4)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Aklo
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Numbing Slime Any creature that deals damage to an alpluachra with a natural attack or an unarmed strike, comes into contact with an alpluachra, or is host 
  to an alpluachra must succeed at a Consitution save or take a -4 penalty on all tactile Perception checks, as well as other skill checks requiring tactile senses 
  (i.e., any Dexterity-related check or skill) for 24 hours. A host creature that fails this saving throw takes the penalty to detect the alpluachra implanted inside 
  it. If the host creature succeeds at the saving throw, it can’t be affected by the same alpluachra’s numbing slime for another 24 hours.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2-3 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d2-3 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests or Fresh Water
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary
    Treasure
  None
  AlPluAchrA
  
  97
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Implant As a full-round action, an alpluachra can crawl into the mouth of a helpless creature (no more than three size 
  categories larger than itself) and implant itself into the creature’s throat. Once implanted, anything that the creature 
  ingests is instead consumed by the alpluachra, including such substances as elixirs and potions or ingested alchemical 
  items, diseases, drugs, or poisons. Once the alpluachra is implanted, the host creature begins suffering the effects of 
  starvation and thirst. Due in part to its numbing slime, an implanted alpluachra is difficult to detect. Each time the host 
  creature ingests anything, it gains an automatic Perception check against the alpluachra’s Stealth. After the newtlike fey 
  is detected, it can be removed either by consuming at least half a pound of salt or a gallon of salt water, by a remove 
  disease spell cast on the host creature, or by treating the host with a successful DC 15 Heal check. When a Heal check 
  made for this purpose fails by 5 or more, the host creature takes 1d6 points of damage. If the host attempts to remove 
  the alpluachra by eating salt or drinking salt water, it must succeed at a DC 12 Consitution save or become sickened 
  for 1d8 hours from the reaction with the alpluachra. If the alpluachra dies or becomes unconscious, it is immediately 
  detected by the host creature, and can be removed safely as a full-round action. While implanted, an alpluachra is 
  considered helpless.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  98
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  69
  103
  197
  331
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium plant, neutral 
  evil
  Medium plant, neutral evil
  Large plant, neutral evil
  Huge plant, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 11 (+0)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 13 (+1)
  CON 22 (+6)
  INT 
  12 (+1)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Aklo, Common, Elvish, Sylvan
  Challenge
  8
  12
  19
  23
  Special 
  Abilities & 
  Qualities
  Medicine Check 
  DC 17
  Medicine Check 
  DC 18
  Medicine Check 
  DC 20
  Medicine Check 
  DC 23
  Bleed You can cause wounds that continue to bleed, inflicting additional acid damage each round at the start of the affected creature’s turn. This bleeding 
  can be stopped by a successful Medicine skill check or through the application of any magical healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 23
  Calming Fragrance A supernaturally sweet perfume that calms the nerves and blunts aggression constantly surrounds 
  an alraune to a radius of 60 feet. Any creature in this area of effect must make a Wisdom save at the start of its turn to 
  avoid falling under the effects of calm emotions for 1 round. Creatures that could be attracted to the alraune’s current 
  apparent gender are at disadvantage on this Wisdom save.  This is a mind-affecting effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  AlArune
  
  99
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Feed An alraune’s roots can feed on a helpless or willing target. At the end of an hour of feeding, the victim takes 1d6 points of both Constitution and 
  Intelligence damage, and the alraune heals 3d6 points of damage.  The victim’s ability score damage is restored only via lesser restoration or more powerful 
  healing magic.
  Standard 
  Actions
  Vines Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8+7 (12) bludgeoning 
  damage.
  Vines Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8+7 (12) bludgeoning 
  damage.
  Vines Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  
  Hit 1d10+7 (12) 
  bludgeoning damage.
  Vines Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 3d8+11 (24) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  100
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  45
  72
  103
  137
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  25 (+7)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, Magic, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Paralysis The touch of an aluum paralyzes living creatures that fail a Constitution save for 1d4 minutes.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  2d8+9 (18) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  2d8+9 (18) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 2d10+8 (19) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 6d8+13 (40) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Squad (3-4x)
    Treasure
  None
  Aluum
  
  101
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Saving Throw  
  Wisdom DC 13
  Sonic Damage 4d6
  Saving Throw  
  Wisdom DC 13
  Sonic Damage 6d6
  Saving Throw  
  Wisdom DC 13
  Sonic Damage 8d6
  Saving Throw  
  Wisdom DC 13
  Sonic Damage 10d6
  Soul Shriek As a free action (recharge 1), the aluum’s enslaved souls may emit a keening wail in a 15-ft. cone.  Creatures 
  in the cone take sonic damage and are stunned for 1 round.  A Will save halves the damage and negates the stun effect. 
  This is a sonic mind-affecting effect.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  102
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  12 
  (natural armor)
  12 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  16
  46
  110
  184
  Speed
  10 ft. Climb 10 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Small ooze, unaligned
  Small ooze, unaligned
  Small ooze, unaligned
  Medium ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 1 (-5)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  11 (+0)
  DEX 1 (-5)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 3 (-4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5,  
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Acid Damage 1d3
  Acid Damage 1d4
  Acid Damage 1d6
  Acid Damage 2d4
  Acid The giant amoeba does acid damage on its slam attack.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land or Underground
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary or Colony (2-9x)
    Treasure
  None
  AmoebA (giAnt)
  
  103
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  104
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  14
  43
  81
  161
  Speed
  10 ft. Climb 10 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 1 (-5)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 1 (-5)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 3 (-4)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  10 (+0)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Constitution save 
  negates the effect.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land or Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Colony (2-5x)
    Treasure
  None
  AmoebA swArm
  
  105
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  106
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  59
  85
  149
  212
  Speed
  20 ft. Climb 20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Constitution Damage 1
  Saving Throw  
  Constitution DC 14
  Constitution Damage 1d2
  Saving Throw  
  Constitution DC 17
  Constitution Damage 1d4
  Saving Throw  
  Constitution DC 20
  Constitution Damage 1d6
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect Constitution damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 10 
  ft., one target.  Hit 2d6+2 
  (9) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills or Underground
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Pack (2-5x)
    Treasure
  Incidental
  AmPhisbAenA
  
  107
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  108
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (leather armor)
  16 
  (leather armor)
  18 
  (leather armor)
  18 
  (leather armor)
  Hit Points
  11
  58
  109
  165
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Large humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  8 (-1)
  CHA 4 (-3)
  STR 
  11 (+0)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  8 (-1)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  16 (+3)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  12 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Hallit, Varisian
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Constructed For the purposes of effects targeting creatures by type (such as a ranger’s 
  favored enemy and bane weapons), androids count both as humanoids and as constructs. 
  Androids gain advantage on all saving throws against mind-affecting effects, paralysis, 
  poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to 
  disease and sleep effects.
  Special 
  Abilities & 
  Qualities
  Emotionless Androids can never gain morale bonuses and are immune to fear effects and emotion effects. 
  They have problems processing emotions properly, and thus suffer disadvantage on Investigation checks.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Platoon (3-12x)
    Treasure
  Incidental
  Android
  
  109
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Nanite Surge An android’s body is infused with nanites. Once per day as an immediate action, an android can 
  cause her nanites to surge, granting her advantage on any one d20 roll; this ability must be activated before 
  the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of 
  a torch for 1 round.
  Standard 
  Actions
  Rapier Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d618-00 (310) piercing 
  damage.
  Rapier Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d618-00 (310) piercing 
  damage.
  Rapier Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6/18-00 (10) 
  piercing damage.
  Rapier Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+11/15+00 (16) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Rapier; leather armor
  
  110
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  3
  7
  16
  33
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Small vermin, unaligned
  Small vermin, unaligned
  Small vermin, unaligned
  Medium vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 6 (-2)
  CON 1 (-5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 6 (-2)
  CON 1 (-5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 10 (+0)
  CON 2 (-4)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  10 (+0)
  DEX 8 (-1)
  CON 6 (-2)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d3-5 
  (4) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d4-4 
  (2) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4-2 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (blue-hAired)
  
  111
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Saving Throw 
  Dexterity 7
  Saving Throw 
  Dexterity 8
  Saving Throw 
  Dexterity 10
  Saving Throw 
  Dexterity 13
  Swallow Whole The creature makes one bite Attack against a Medium or smaller target. If the Attack hits, the target is 
  swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside 
  the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have only one target 
  swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  112
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  8
  17
  43
  86
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 4 (-3)
  CON 2 (-4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 4 (-3)
  CON 2 (-4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 8 (-1)
  CON 6 (-2)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 3 (-4)
  STR 
  10 (+0)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 8
  Dexterity Damage 1d2
  Saving Throw  
  Constitution DC 9
  Dexterity Damage 1d3
  Saving Throw  
  Constitution DC 12
  Dexterity Damage 1d4
  Saving Throw  
  Constitution DC 15
  Dexterity Damage 1d6
  Poison Tentacle - injury; save Constitution; frequency 1/round for 6 rounds; effect Dexterity damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (coffin)
  
  113
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d4-5 
  (4) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d6-4 
  (2) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6-2 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -1 to hit, reach 10 
  ft., one target.  Hit 1d8+1 
  (6) bludgeoning damage.
  Special 
  Actions
  Saving Throw 
  Dexterity 8
  Saving Throw 
  Dexterity 9
  Saving Throw 
  Dexterity 12
  Saving Throw 
  Dexterity 15
  Swallow Whole The creature makes one bite Attack against a Medium or smaller target. If the Attack hits, the target is 
  swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside 
  the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have only one target 
  swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  114
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  3
  7
  20
  49
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Small vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 8 (-1)
  CON 1 (-5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 8 (-1)
  CON 1 (-5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 12 (+1)
  CON 3 (-4)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 3 (-4)
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 7 (-2)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft. 
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 7
  Damage 1d2
  Saving Throw  
  Constitution DC 8
  Damage 1d3
  Saving Throw  
  Constitution DC 10
  Damage 1d4
  Saving Throw  
  Constitution DC 13
  Damage 1d6
  Poison Tentacle - injury; save Constitution; frequency 1/round for 6 rounds; effect Dexterity damage and is Poisoned; 
  cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (common)
  
  115
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2-5 
  (4) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d3-4 
  (3) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3-2 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Special 
  Actions
  Saving Throw  
  Dexterity 7
  Saving Throw  
  Dexterity 8
  Saving Throw  
  Dexterity 10
  Saving Throw  
  Dexterity 13
  Swallow Whole The creature makes one Attack against a target at least one size category smaller than itself. If the Attack 
  hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have 
  only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can 
  escape from the corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  116
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  6
  28
  67
  128
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Huge vermin, unaligned
  Huge vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 1 (-5)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 1 (-5)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 4 (-3)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 2 (-4)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area 
  as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Damage 1d2
  Saving Throw  
  Constitution DC 13
  Damage 1d3
  Saving Throw  
  Constitution DC 16
  Damage 1d4
  Saving Throw  
  Constitution DC 18
  Damage 1d6
  Poison Tentacle - injury; save Constitution; frequency 1/round for 6 rounds; effect Dexterity damage and is Poisoned; 
  cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (dArkforest)
  
  117
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -4 to hit, reach 15 
  ft., one target.  Hit 1d8-2 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -5 to hit, reach 15 
  ft., one target.  Hit 2d6-2 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -1 to hit, reach 
  15 ft., one target.  Hit 
  2d6+1 (8) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: +2 to hit, reach 
  20 ft., one target.  Hit 
  3d6+3 (14) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity 12
  Saving Throw  
  Dexterity 13
  Saving Throw  
  Dexterity 16
  Saving Throw  
  Dexterity 18
  Swallow Whole The creature makes one Attack against a target at least one size category smaller than itself. If the Attack 
  hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have 
  only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can 
  escape from the corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  118
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  60
  89
  173
  260
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 1 (-5)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 1 (-5)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 1 (-5)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 1 (-5)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft. 
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  19
  23
  Special 
  Abilities & 
  Qualities
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area 
  as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 1d2
  Saving Throw  
  Constitution DC 16
  Damage 1d3
  Saving Throw  
  Constitution DC 19
  Damage 1d4
  Saving Throw  
  Constitution DC 21
  Damage 1d6
  Poison Tentacle - injury; save Constitution; frequency 1/round for 6 rounds; effect Dexterity damage and is Poisoned; 
  cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (deeP tiger)
  
  119
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -3 to hit, reach 20 
  ft., one target.  Hit  2d6 
  (7) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -3 to hit, reach 20 
  ft., one target.  Hit  2d6 
  (7) bludgeoning damage.
  Tentacles Melee weapon 
  attack: +1 to hit, reach 
  30 ft., one target.  Hit 
  2d8+2 (11) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: +4 to hit, reach 
  30 ft., one target.  Hit 
  3d8+4 (18) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity 15
  Saving Throw  
  Dexterity 16
  Saving Throw  
  Dexterity 19
  Saving Throw  
  Dexterity 21
  Swallow Whole The creature makes one Attack against a target at least one size category smaller than itself. If the Attack 
  hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have 
  only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can 
  escape from the corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  120
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  14
  35
  72
  124
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge arge vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 2 (-4)
  CON 6 (-2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 2 (-4)
  CON 6 (-2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  6 (-2)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 3 (-4)
  STR 
  11 (+0)
  DEX 4 (-3)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  2 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +6, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area 
  as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 10
  Damage 1d2
  Saving Throw  
  Constitution DC 11
  Damage 1d3
  Saving Throw  
  Constitution DC 14
  Damage 1d4
  Saving Throw  
  Constitution DC 17
  Damage 1d6
  Poison Tentacle - injury; save Constitution; frequency 1/round for 6 rounds; effect Dexterity damage and is Poisoned; 
  cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (giAnt seA)
  
  121
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -7 to hit, reach 10 
  ft., one target.  Hit 2d6-4 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -7 to hit, reach 10 
  ft., one target.  Hit 3d6-4 
  (1) bludgeoning damage.
  Tentacles Melee weapon 
  attack: -4 to hit, reach 
  10 ft., one target.  Hit 
  3d6-1 (1) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: -1 to hit, reach 
  15 ft., one target.  Hit 
  4d6+1 (15) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity 10
  Saving Throw  
  Dexterity 11
  Saving Throw  
  Dexterity 14
  Saving Throw  
  Dexterity 17
  Swallow Whole The creature makes one Attack against a target at least one size category smaller than itself. If the Attack 
  hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have 
  only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can 
  escape from the corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  122
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  26
  47
  93
  156
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Huge vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 2 (-4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 2 (-4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 1 (-5)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  13 (+1)
  DEX 1 (-5)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Gaze Attacks, psychic, poisoned, Immunity to vision-based attacks
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +5, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Anchored As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it cannot move, and it gains a advantage on all 
  checks to resist being physically affected by opponents aside from suffering melee damage.  The creature can unanchor itself as a full-round action.
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area 
  as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Damage 1d2
  Saving Throw  
  Constitution DC 14
  Damage 1d3
  Saving Throw  
  Constitution DC 17
  Damage 1d4
  Saving Throw  
  Constitution DC 19
  Damage 1d6
  Poison Tentacle - injury; save Constitution; frequency 1/round for 6 rounds; effect Dexterity damage and is Poisoned; 
  cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans or Coastlines
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  Anemone (siren’s bed)
  
  123
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tentacles Melee weapon 
  attack: -5 to hit, reach 
  15 ft., one target.  Hit  
  1d10-2 (1) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: -5 to hit, reach 
  15 ft., one target.  Hit  
  1d10-2 (1) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: -2 to hit, reach 
  20 ft., one target.  Hit 
  2d6 (7) bludgeoning 
  damage.
  Tentacles Melee weapon 
  attack: +1 to hit, reach 
  30 ft., one target.  Hit 
  4d6+2 (16) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity 13
  Saving Throw  
  Dexterity 14
  Saving Throw  
  Dexterity 17
  Saving Throw  
  Dexterity 19
  Swallow Whole The creature makes one Attack against a target at least one size category smaller than itself. If the Attack 
  hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature’s turns. The creature can have 
  only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can 
  escape from the corpse using 5 feet of Movement, exiting prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  124
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  35
  71
  123
  233
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron or good
  Immunities
  Electricity, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception 
  +15, Darkvision 60 ft. 
  Passive Perception +18, 
  Darkvision 60 ft.
  -
  Languages
  Abyssal, Common, Polyglot
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant 
  spell-like abilities can be reactivated a as a swift action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Jungle
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Tribe, or Empire
    Treasure
  Standard
  AngAzhAni
  
  125
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
   Axe, Throwing Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+3 (8) slashing 
  damage.
   Axe, Throwing Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8+3 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
   Axe, Throwing Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+3 (8) slashing 
  damage.
   Axe, Throwing Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8+3 (8) 
  slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
   Axe, Throwing Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+5 (10) slashing 
  damage.
   Axe, Throwing Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8+5 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Axe, Throwing Melee 
  weapon attack: +5 to hit, 
  reach 15 ft., one target.  
  Hit  +X (0) slashing 
  damage.
  Axe, Throwing Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8+12 
  (16) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  126
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  53
  121
  169
  240
  Speed
  50 ft. Fly 100 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except evil
  Immunities
  Acid, Cold, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  7
  11
  15
  18
  Special 
  Abilities & 
  Qualities
  Uncanny Dodge You can react to danger before your senses would normally allow you to do so. You cannot be caught by surprise.
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and on saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  7).
  Change Shape Can change own shape, per the alter self spell, at will.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (Any Good-Aligned)
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  Double
  Angel (AstrAl devA)
  
  127
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Warhammer Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+11/x3 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d3+9 (11) bludgeoning 
  damage.
  Warhammer Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+10/x3 (14) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+12 (14) 
  bludgeoning damage.
  Warhammer Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+10/x3 (14) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+12 (14) 
  bludgeoning damage.
  Warhammer Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+12/x3 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+15 (18) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); blade barrier (1/
  day); continual flame (1/
  day); cure wounds (3/day); 
  detect evil and good (1/
  day); (1/day); dispel evil and 
  good (1/day); dispel magic 
  (1/day); heal (1/day); holy 
  aura (1/day); (1/day); (1/
  day); invisibility (self only) 
  (1/day); plane shift (1/day); 
  remove curse (1/day); lesser 
  restoration (1/day); see 
  invisibility (1/day)
  aid (3/day); blade barrier 
  (1/day); continual flame 
  (3/day); cure wounds (7/
  day); detect evil and good 
  (3/day); (3/day); dispel 
  evil and good (3/day); 
  dispel magic (3/day); 
  heal (1/day); holy aura 
  (3/day); (3/day); (3/day); 
  invisibility (self only) (3/
  day); plane shift (3/day); 
  remove curse (3/day); 
  lesser restoration (3/day); 
  see invisibility (3/day)
  aid (5/day); blade barrier 
  (1/day); continual flame 
  (5/day); cure wounds 
  (7/day); detect evil and 
  good (5/day); (5/day); 
  dispel evil and good (5/
  day); dispel magic (5/
  day); heal (1/day); holy 
  aura (5/day); (5/day); 
  (5/day); invisibility (self 
  only) (5/day); plane 
  shift (5/day); remove 
  curse (5/day); lesser 
  restoration (5/day); see 
  invisibility (5/day)
  aid (at will); blade barrier 
  (1/day); continual flame 
  (at will); cure wounds 
  (7/day); detect evil and 
  good (at will); (at will); 
  dispel evil and good (at 
  will); dispel magic (at 
  will); heal (1/day); holy 
  aura (at will); (at will); 
  (at will); invisibility (self 
  only) (at will); plane shift 
  (at will); remove curse (at 
  will); lesser restoration 
  (at will); see invisibility 
  (at will)
  Spellcasting
  -
  Possessions
  +2 warhammer
  Illustration 3: Angel
  
  128
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  30
  74
  149
  225
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 16 (+3)
  STR 
  15 (+2)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except evil
  Immunities
  Acid, Cold, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and to saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  6).
  Standard 
  Actions
  Flaming Heavy Mace 
  Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit  1d8+2 (6) 
  bludgeoning damage.
  Flaming Heavy Mace 
  Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 1d8+4 (8) 
  bludgeoning damage.
  Flaming Heavy Mace 
  Melee weapon attack: 
  +8 to hit, reach 5 ft., one 
  target.  Hit 1d8+7 (12) 
  bludgeoning damage.
  Flaming Heavy Mace 
  Melee weapon attack: 
  +10 to hit, reach 10 ft., 
  one target.  Hit 2d6+11 
  (18) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary
    Treasure
  Double
  Angel (bAlisse)
  
  129
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Saving Throw  
  Wisdom 16
  Saving Throw  
  Wisdom 17
  Saving Throw  
  Wisdom 19
  Saving Throw  
  Wisdom 21
  Brand of the Impenitent Three times per day, a balisse angel can brand a judged individual within 30 feet. The target 
  must succeed at a Wisdom save or be branded with a painless, glowing icon on its chest-usually the holy symbol of the 
  deity or empyreal lord the balisse angel serves. This brand lasts for 6 days. Anyone who attacks the branded target gains 
  advantage on weapon attack and damage rolls.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); cure wounds 
  (1/day); detect evil and 
  good (1/day); dispel 
  evil and good (1/day); 
  dispel magic (1/day); 
  hold person (1/day); 
  invisibility (self only) (1/
  day); plane shift (1/day); 
  remove curse (1/day); 
  lesser restoration (1/day)
  aid (3/day); cure wounds 
  (3/day); detect evil and 
  good (3/day); dispel evil 
  and good (3/day); dispel 
  magic (3/day); hold 
  person (3/day); invisibility 
  (self only) (3/day); plane 
  shift (3/day); remove 
  curse (3/day); lesser 
  restoration (3/day)
  aid (5/day); cure wounds 
  (3/day); detect evil and 
  good (5/day); dispel 
  evil and good (5/day); 
  dispel magic (5/day); 
  hold person (3/day); 
  invisibility (self only) (5/
  day); plane shift (5/day); 
  remove curse (5/day); 
  lesser restoration (5/day)
  aid (at will); cure wounds 
  (3/day); detect evil and 
  good (at will); dispel 
  evil and good (at will); 
  dispel magic (at will); 
  hold person (3/day); 
  invisibility (self only) (at 
  will); plane shift (at will); 
  remove curse (at will); 
  lesser restoration (at will)
  Spellcasting
  -
  Possessions
  +1 flaming heavy mace
  +1 flaming heavy mace
  +1 flaming heavy mace
  +3 flaming heavy mace
  
  130
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  14
  37
  88
  159
  Speed
  Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Small celestial, neutral 
  good
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  2 (-4)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except cold iron or evil
  Immunities
  Acid, Cold, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
  Perfect Memory Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can 
  faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do 
  (usually under orders from superior angels) to protect sensitive information.
  Lesser Protective Aura A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian 
  advantage on AC against evil foes, and advantage on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius 
  of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil 
  creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no 
  longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned)
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  None
  Angel (cAssisiAn)
  
  131
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d3-4 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d4-3 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d4-1 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Special 
  Actions
  Change Shape You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form more than one size 
  category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can remain 
  in an alternate form indefinitely.
  Special 
  Actions
  Saving Throw 
  Dexterity DC 12
  Saving Throw 
  Dexterity DC 13
  Saving Throw 
  Dexterity DC 16
  Saving Throw 
  Dexterity DC 18
  Breath Weapon 15-ft. line, 1d6 cold or 1d6 fire, Dexterity save halves damage, recharge 2.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); commune 
  (1/week); daylight (1/
  day); detect evil and 
  good (at will)
  aid (1/day); commune (1/
  week); daylight (3/day); 
  detect evil and good (at 
  will)
  aid (3/day); commune 
  (1/week); daylight (3/
  day); detect evil and 
  good (at will)
  aid (3/day); commune (1/
  week); daylight (3/day); 
  detect evil and good (at 
  will)
  Spellcasting
  -
  Possessions
  -
  
  132
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  31
  76
  137
  218
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Tiny celestial, neutral 
  good
  Small celestial, neutral 
  good
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 9 (-1)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except evil
  Immunities
  Acid, Cold, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  5
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and to saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  6).
  Harmonize When choral angels work together, they can use their complementary voices to create mystical harmonies. Two or more choral angels within 
  60 feet of one another can use calm emotions as a spell like ability, four or more choral angels can use hold person, and six or more choral angels can use 
  charm monster. All angels involved use an action to do so.
  Countersong A choral angel can counter magic effects that depend on sound. This ability functions as the bard ability of the same name.
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned)
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Duet, or Ensemble (3-8x)
    Treasure
  Standard
  Angel (chorAl)
  
  133
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit  1d2-1 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw 
  Constitution DC 15
  Saving Throw 
  Constitution DC 15
  Saving Throw 
  Constitution DC 18
  Saving Throw 
  Constitution DC 19
  Piercing Hymn As a standard action, a choral angel can launch a concentrated blast of sonic energy from its mouth. 
  This attack has a range of 90 feet with no range increment. Any creature struck by a choral angel’s piercing hymn must 
  succeed at a Consitution save or be deafened for 1d4 minutes.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); cure wounds (1/
  day); detect evil and good 
  (1/day); dispel evil and good 
  (1/day); dispel magic (1/
  day); (1/day); invisibility 
  (self only) (1/day); plane 
  shift (1/day); remove curse 
  (1/day); lesser restoration 
  (1/day)
  aid (3/day); cure wounds 
  (3/day); detect evil and 
  good (3/day); dispel evil 
  and good (3/day); dispel 
  magic (3/day); (3/day); 
  invisibility (self only) (3/
  day); plane shift (3/day); 
  remove curse (3/day); 
  lesser restoration (3/day)
  aid (5/day); cure wounds 
  (3/day); detect evil and 
  good (5/day); dispel evil 
  and good (5/day); dispel 
  magic (5/day); (5/day); 
  invisibility (self only) (5/
  day); plane shift (5/day); 
  remove curse (5/day); 
  lesser restoration (5/day)
  aid (at will); cure wounds 
  (3/day); detect evil and 
  good (at will); dispel evil 
  and good (at will); dispel 
  magic (at will); (at will); 
  invisibility (self only) (at 
  will); plane shift (at will); 
  remove curse (at will); 
  lesser restoration (at will)
  Spellcasting
  -
  Possessions
  -
  
  134
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  29
  55
  108
  187
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 11 (+0)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 11 (+0)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except magic
  Immunities
  Acid, Cold, Fire, Petrification
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Celestial, Infernal, Truespeech
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d4
  Saving Throw  
  Dexterity DC 15
  Damage 1d4
  Saving Throw  
  Dexterity DC 18
  Damage 1d6
  Saving Throw  
  Dexterity DC 20
  Damage 1d8
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex 
  save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary, Pair, or Squad (3-8x)
    Treasure
  Standard
  Angel (ioPhAnite)
  
  135
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides disadvantage 
  to attacks against its AC and advantage on saving throws to anyone within 20 feet of the angel. Otherwise, 
  it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 
  feet (caster level 17).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Radiance An iophanite usually glows with a golden light equivalent to that of a candle. In battle, its glow 
  increases, filling the area within 5 feet. An iophanite can suppress or resume this glow as a free action. 
  Additionally, as a standard action at will an iophanite can intensify its glow to reproduce the effects of 
  the spell Flare. A creature can resist this effect with a Constitution save, though evil creatures suffer 
  disadvantage on their saves.
  Special 
  Abilities & 
  Qualities
  Shield Form Once per day, an iophanite can transform into a +1 spiked Shield sized for a Small or Medium 
  creature. An iophanite cannot communicate or use any of its other abilities while in this form. Once 
  it transforms, it cannot change back for 24 hours, though the spell Break Enchantment can end the 
  transformation early. An iophanite regains its full hit points when it shifts back into its normal form. If the 
  shield is destroyed, the iophanite is killed.
  Standard 
  Actions
  Blade Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) bludgeoning damage.
  Blade Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 2d6+1 
  (8) bludgeoning damage.
  Blade Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  2d6+3 (10) bludgeoning 
  damage.
  Blade Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+7 (18) bludgeoning 
  damage.
  Special 
  Actions
  Truespeech All agathions can speak with any creature that has a language, as if using a tongues spell (caster 
  level 5). This ability is always active.
  Innate 
  Spellcasting
  burning hands (3/day); expeditious retreat (1/day); mage hand (at will); scorching ray (3/day)
  Spellcasting
  -
  Possessions
  -
  
  136
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  69
  143
  221
  313
  Speed
  40 ft. Fly 90 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Acid, Cold, Electricity, Fire, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  10
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and to saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  6).
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
  Solid Blow If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes extra bludgeoning damage.
  Standard 
  Actions
  Morningstar Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., two targets.  
  Hit 1d6+5 (8) piercing, 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., two targets.  
  Hit 1d8+8 (12) piercing, 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., two targets.  
  Hit 1d8+12 (16) 
  piercing, bludgeoning 
  damage.
  Morningstar Melee 
  weapon attack: +6 to 
  hit, reach 10 ft., two 
  targets.  Hit 1d8+15 (20) 
  piercing, bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  Double
  Angel (monAdic devA)
  
  137
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); charm monster 
  (elementals only) (1/day); 
  cure wounds (1/day); detect 
  evil and good (1/day); (1/
  day); dispel evil and good 
  (1/day); dispel magic (1/
  day); heal (1/day); hold 
  monster (1/day); holy aura 
  (1/day); (1/day); invisibility 
  (self only) (1/day); mirror 
  image (/day); plane shift (1/
  day); remove curse (1/day); 
  lesser restoration (1/day)
  aid (3/day); charm 
  monster (elementals only) 
  (3/day); cure wounds (3/
  day); detect evil and good 
  (3/day); (3/day); dispel 
  evil and good (3/day); 
  dispel magic (3/day); heal 
  (1/day); hold monster 
  (1/day); holy aura (1/
  day); (3/day); invisibility 
  (self only) (3/day); mirror 
  image (/day); plane shift 
  (3/day); remove curse (3/
  day); lesser restoration 
  (3/day)
  aid (5/day); charm 
  monster (elementals 
  only) (5/day); cure 
  wounds (3/day); detect 
  evil and good (5/day); 
  (5/day); dispel evil and 
  good (5/day); dispel 
  magic (5/day); heal (1/
  day); hold monster (1/
  day); holy aura (1/day); 
  (3/day); invisibility (self 
  only) (5/day); mirror 
  image (/day); plane 
  shift (5/day); remove 
  curse (5/day); lesser 
  restoration (5/day)
  aid (at will); charm 
  monster (elementals 
  only) (at will); cure 
  wounds (3/day); detect 
  evil and good (at will); (at 
  will); dispel evil and good 
  (at will); dispel magic (at 
  will); heal (1/day); hold 
  monster (1/day); holy 
  aura (1/day); (3/day); 
  invisibility (self only) 
  (at will); mirror image (/
  day); plane shift (at will); 
  remove curse (at will); 
  lesser restoration (at will)
  Spellcasting
  -
  Possessions
  morningstar
  morningstar
  morningstar
  morningstar
  
  138
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  69
  125
  206
  292
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  15 (+2)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Acid, Cold, Electricity, Fire, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and to saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  6).
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
  Protected Life Force Movanic devas are never harmed by enervation or necrotic damage inflicted as an aspect of a plane in which they travel.
  Nature’s Pacifism Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a 
  plant or animal, its protection against that creature ends.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned)
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitar, Pair, or Squad (3-6x)
    Treasure
  Double
  Angel (movAnic devA)
  
  139
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit  1d8/19-20 (8) 
  slashing damage.
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+7/19-20 (14) 
  slashing damage.
  Greatsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+12/19-20 (19) 
  slashing damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+16/19-20 (23) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); antimagic field 
  (1/day); awaken (1/day); 
  cure wounds (7/day); detect 
  evil and good (1/day); (1/
  day); dispel evil and good 
  (1/day); dispel magic (1/
  day); holy aura (1/day); (1/
  day); invisibility (self only) 
  (1/day); plane shift (1/day); 
  remove curse (1/day); lesser 
  restoration (1/day)
  aid (3/day); antimagic 
  field (3/day); awaken (1/
  day); cure wounds (7/
  day); detect evil and good 
  (3/day); (3/day); dispel 
  evil and good (3/day); 
  dispel magic (3/day); 
  holy aura (1/day); (3/day); 
  invisibility (self only) (3/
  day); plane shift (3/day); 
  remove curse (3/day); 
  lesser restoration (3/day)
  aid (5/day); antimagic 
  field (3/day); awaken (1/
  day); cure wounds (7/
  day); detect evil and 
  good (5/day); (5/day); 
  dispel evil and good (5/
  day); dispel magic (5/
  day); holy aura (1/day); 
  (5/day); invisibility (self 
  only) (5/day); plane 
  shift (5/day); remove 
  curse (5/day); lesser 
  restoration (5/day)
  aid (at will); antimagic 
  field (3/day); awaken (1/
  day); cure wounds (7/
  day); detect evil and 
  good (at will); (at will); 
  dispel evil and good (at 
  will); dispel magic (at 
  will); holy aura (1/day); 
  (at will); invisibility (self 
  only) (at will); plane shift 
  (at will); remove curse (at 
  will); lesser restoration 
  (at will)
  Spellcasting
  -
  Possessions
  +1 flaming greatsword
  +1 flaming greatsword
  +1 flaming greatsword
  +1 flaming greatsword
  
  140
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  108
  175
  228
  297
  Speed
  30 ft. Fly 90 ft. (Good)
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Large celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 19 (+4)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 19 (+4)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 19 (+4)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  20 (+5)
  WIS 
  22 (+6)
  CHA 21 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except evil
  Immunities
  Acid, Cold, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Discern Lies, Truespeech
  Challenge
  9
  13
  17
  19
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and to saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  6).
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round following 
  the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned plane)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary or Pair
    Treasure
  Double
  Angel (PlAnetAr)
  
  141
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d8/19-20 (8) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+15/19-20 (26) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 1d6+12 (16) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+15/19-20 (26) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d6+12 (16) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+18/19-20 (28) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 1d6+15 (18) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blade barrier (1/day); 
  charm monster (mass) 
  (1/day); continual flame 
  (1/day); detect evil and 
  good (1/day); (1/day); 
  (1/day); dispel magic 
  (1/day); earthquake (1/
  day); flame strike (1/
  day); (1/day); invisibility 
  (self only) (1/day); power 
  word stun (1/day); raise 
  dead (1/day); remove 
  curse (1/day); lesser 
  restoration (1/day); speak 
  with dead (1/day); true 
  seeing (1/day)
  blade barrier (3/day); 
  charm monster (mass) (1/
  day); continual flame (3/
  day); detect evil and good 
  (3/day); (3/day); (3/day); 
  dispel magic (3/day); 
  earthquake (1/day); flame 
  strike (3/day); (3/day); 
  invisibility (self only) (3/
  day); power word stun (3/
  day); raise dead (3/day); 
  remove curse (3/day); 
  lesser restoration (3/day); 
  speak with dead (3/day); 
  true seeing (3/day)
  blade barrier (3/day); 
  charm monster (mass) 
  (1/day); continual flame 
  (5/day); detect evil and 
  good (5/day); (5/day); 
  (5/day); dispel magic 
  (5/day); earthquake (1/
  day); flame strike (3/
  day); (5/day); invisibility 
  (self only) (5/day); power 
  word stun (3/day); raise 
  dead (3/day); remove 
  curse (5/day); lesser 
  restoration (5/day); 
  speak with dead (5/day); 
  true seeing (5/day)
  blade barrier (3/day); 
  charm monster (mass) 
  (1/day); continual flame 
  (at will); detect evil and 
  good (at will); (at will); 
  (at will); dispel magic 
  (at will); earthquake (1/
  day); flame strike (3/
  day); (at will); invisibility 
  (self only) (at will); power 
  word stun (3/day); raise 
  dead (3/day); remove 
  curse (at will); lesser 
  restoration (at will); 
  speak with dead (at will); 
  true seeing (at will)
  Spellcasting
  Cleric (CL 6th): dispel 
  magic; heal; dispel evil 
  and good(2); plane 
  shift; death ward; lesser 
  restoration; summon 
  lesser demon(2); 
  daylight; wind wall(2); 
  (2); bless(2); cure 
  wounds(3); shield of 
  faith; detect magic; 
  purify food and drink
  Cleric (CL 8th): 
  banishment; dispel 
  magic; heal; dispel evil 
  and good(2); plane 
  shift; death ward; lesser 
  restoration; summon 
  lesser demon(2); daylight; 
  wind wall(2); (2); 
  bless(2); cure wounds(3); 
  shield of faith; detect 
  magic; purify food and 
  drink
  Cleric (CL 12th): fire 
  storm; regenerate; 
  banishment; dispel 
  magic; heal; dispel evil 
  and good(2); plane 
  shift; death ward; lesser 
  restoration; summon 
  lesser demon(2); 
  daylight; wind wall(2); 
  (2); bless(2); cure 
  wounds(3); shield of 
  faith; detect magic; 
  purify food and drink
  Cleric (CL 16th): 
  earthquake; fire 
  storm; regenerate(2); 
  banishment; dispel 
  magic; heal; dispel evil 
  and good(2); plane 
  shift; death ward; lesser 
  restoration; summon 
  lesser demon(2); 
  daylight; wind wall(2); 
  (2); bless(2); cure 
  wounds(3); shield of 
  faith; detect magic; purify 
  food and drink
  Possessions
  +3 holy greatsword
  +3 holy greatsword
  +3 holy greatsword
  +3 holy greatsword
  
  142
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  150
  225
  303
  376
  Speed
  35 ft. Fly 100 ft. (Good)
  Size, Type, 
  Alignment
  Medium celestial, neutral 
  good
  Large celestial, neutral 
  good
  Large celestial, neutral 
  good
  Large celestial, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  18 (+4)
  WIS 
  20 (+5)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except epic and evil
  Immunities
  Acid, Cold, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Discern Lies, Truespeech
  Challenge
  10
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Protective Aura Against attacks made or effects created by evil creatures, this ability provides advantage to AC and to saving throws to anyone within 20 
  feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 
  6).
  Truespeech All angels can speak with any creature that has a language, as though using a tongues spell (caster level 7). This ability is always active.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Regeneration You are difficult to kill. You heal damage at 15 points per round, but you cannot die as long as your regeneration is still functioning 
  (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Slaying Arrow A solar’s bow needs no ammunition, and automatically creates an arrow of slaying of the solar’s choice when drawn.
  Change Shape Can change own shape, per the alter self spell, at will.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Planar (any Good-aligned plane)
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary or Pair
    Treasure
  Double
  Angel (solAr)
  
  143
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Composite Longbow 
  Ranged weapon attack: 
  +5 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+10 (12) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+12/19-20 (19) 
  slashing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +3 to hit, one target.  
  Hit 2d6x3 (1) piercing 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 1d6+13 (16) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +7 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+16/19-20 (26) 
  slashing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +3 to hit, one target.  
  Hit 2d6x3 (1) piercing 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 1d6+13 (16) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+17/19-20 (28) 
  slashing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  Hit 
  2d6+14/x3 (21) piercing 
  damage.
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+18/19-20 (28) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 1d6+13 (16) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (1/day); animate objects 
  (1/day); blade barrier (1/
  day); charm monster 
  (mass) (1/day); commune 
  (/day); continual flame (1/
  day); detect evil and good 
  (at will); earthquake (1/
  day); heal (1/day); (1/day); 
  imprisonment (1/day); 
  invisibility (self only) (1/
  day); power word pain (1/
  day); power word stun (1/
  day); prismatic spray (1/
  day); remove curse (1/day); 
  lesser restoration (1/day); 
  protection from energy (1/
  day); resurrection (1/day); 
  speak with dead (1/day); 
  summon greater demon (1/
  day); true seeing (at will)
  aid (1/day); animate objects 
  (1/day); blade barrier (1/
  day); charm monster (mass) 
  (1/day); commune (/day); 
  continual flame (1/day); 
  detect evil and good (at will); 
  earthquake (1/day); heal (1/
  day); (1/day); imprisonment 
  (1/day); invisibility (self only) 
  (1/day); power word pain 
  (1/day); power word kill (1/
  day); power word stun (1/
  day); prismatic spray (1/
  day); remove curse (1/day); 
  lesser restoration (1/day); 
  protection from energy (1/
  day); resurrection (1/day); 
  speak with dead (1/day); 
  summon greater demon (1/
  day); true seeing (at will); 
  wish (1/day)
  aid (3/day); animate objects 
  (3/day); blade barrier (3/
  day); charm monster 
  (mass) (3/day); commune 
  (/day); continual flame (3/
  day); detect evil and good 
  (at will); earthquake (3/
  day); heal (3/day); (1/day); 
  imprisonment (1/day); 
  invisibility (self only) (1/
  day); power word pain (3/
  day); power word kill (3/
  day); power word stun (3/
  day); prismatic spray (1/
  day); remove curse (1/day); 
  lesser restoration (1/day); 
  protection from energy (1/
  day); resurrection (3/day); 
  speak with dead (1/day); 
  summon greater demon (3/
  day); true seeing (at will); 
  wish (3/day)
  aid (5/day); animate objects 
  (5/day); blade barrier (5/
  day); charm monster 
  (mass) (5/day); commune 
  (/day); continual flame (5/
  day); detect evil and good 
  (at will); earthquake (5/
  day); heal (5/day); (1/day); 
  imprisonment (1/day); 
  invisibility (self only) (1/
  day); power word pain (5/
  day); power word kill (5/
  day); power word stun (5/
  day); prismatic spray (1/
  day); remove curse (1/day); 
  lesser restoration (1/day); 
  protection from energy (1/
  day); resurrection (5/day); 
  speak with dead (1/day); 
  summon greater demon (5/
  day); true seeing (at will); 
  wish (5/day)
  Spellcasting
  Cleric (CL 8th): 
  etherealness; heal (mass); 
  holy aura(2); regenerate; 
  banishment; heroes’ feast; 
  word of recall; dispel evil and 
  good; plane shift; death ward; 
  lesser restoration; daylight; 
  prayer; protection from energy; 
  bless; cure wounds (2); divine 
  favor; shield of faith; detect 
  magic; purify food and drink
  Cleric (CL 12th): 
  etherealness; heal (mass); fire 
  storm; holy aura(2); regenerate; 
  banishment; heroes’ feast; word 
  of recall; dispel evil and good; 
  plane shift; death ward; lesser 
  restoration; daylight; prayer; 
  protection from energy; bless; 
  cure wounds (2); divine favor; 
  shield of faith; detect magic; 
  purify food and drink
  Cleric (CL 16th): 
  etherealness; heal (mass); 
  wish; storm of vengeance; fire 
  storm; holy aura(2); regenerate; 
  banishment; heroes’ feast; 
  word of recall; dispel evil and 
  good; plane shift; death ward; 
  lesser restoration; daylight; 
  prayer; protection from energy; 
  bless; cure wounds (2); divine 
  favor; shield of faith; detect 
  magic; purify food and drink
  Cleric (CL 20th): 
  etherealness; heal (mass); 
  wish; storm of vengeance; fire 
  storm; holy aura(2); regenerate; 
  banishment; heroes’ feast; word 
  of recall; dispel evil and good; 
  plane shift; death ward; lesser 
  restoration; daylight; prayer; 
  protection from energy; bless; 
  cure wounds (2); divine favor; 
  shield of faith; detect magic; 
  purify food and drink
  Possessions
  full plate +2; greatsword +2; composite longbow +2
  
  144
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  10
  37
  83
  170
  Speed
  Swim 40 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 2d6+1 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 3d6+4 
  (14) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  3d6+8 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  4d6+13 (27) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary; Companion
    Treasure
  None
  Anglerfish
  
  145
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  146
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  54
  88
  169
  282
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Small fiend, neutral evil
  Medium fiend, neutral evil
  Medium fiend, neutral 
  evil
  Large fiend, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 9 (-1)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 13 (+1)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Damage 1d2 Wisdom
  Saving Throw  
  Constitution DC 18
  Damage 1d4 Wisdom
  Saving Throw  
  Constitution DC 20
  Damage 1d4 Wisdom
  Saving Throw  
  Constitution DC 21
  Damage 2d4 Wisdom
  Nightmare Curse An animate dream’s touch puts horrifying visions in the target’s mind. Save Constitution; effect Wisdom damage and target is fatigued.  A 
  full rest, or any healing magic, removes the Wisdom damage and condition.
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Ethereal Plane)
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary
    Treasure
  None
  AnimAte dreAm
  
  147
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit  6d6 (9) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 6d8 (11) bludgeoning 
  damage.
  Incorporeal Touch 
  Melee weapon attack: 
  -1 to hit, reach 5 ft., one 
  target.  Hit 6d8 (11) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to 
  hit, reach 10 ft., one 
  target.  Hit 12d6 (12) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  confusion (1/day); sleep 
  (1/day); dimension door 
  (1/day); fear (1/day); (1/
  day)
  confusion (1/day); sleep 
  (1/day); dimension door 
  (1/day); fear (1/day); (1/
  day); phantasmal killer (1/
  day)
  confusion (1/day); sleep 
  (3/day); dimension door 
  (3/day); fear (1/day); (3/
  day); phantasmal killer 
  (1/day)
  confusion (3/day); sleep 
  (5/day); dimension door 
  (5/day); fear (3/day); (5/
  day); phantasmal killer 
  (3/day)
  Spellcasting
  -
  Possessions
  -
  
  148
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  160
  187
  202
  215
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  29 (+9)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  30 (+10)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  32 (+10)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  32 (+10)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  13
  17
  21
  25
  Standard 
  Actions
  Slam Melee weapon 
  attack: +10 to hit, 
  reach 30 ft., one target.  
  Hit 2d8+25 (34) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +10 to hit, 
  reach 30 ft., one target.  
  Hit 3d8+25 (38) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 3d8+30 (44) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 3d8+30 (44) 
  bludgeoning damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (colossAl)
  
  149
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  150
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  134
  154
  177
  223
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  26 (+8)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  26 (+8)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  29 (+9)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  32 (+10)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  10
  14
  18
  22
  Standard 
  Actions
  Slam Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit 2d6+21 (28) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  
  Hit 3d6+21 (32) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit 3d6+25 (36) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 4d6+28 (42) 
  bludgeoning damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (gArgAntuAn)
  
  151
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  152
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  87
  112
  122
  169
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Huge construct, 
  unaligned
  Huge construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  22 (+6)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 4 (-3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  25 (+7)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  28 (+9)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Standard 
  Actions
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 1d8+15 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 2d6+15 (22) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  
  Hit 2d6+19 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit 3d6+22 (32) 
  bludgeoning damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (huge)
  
  153
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  154
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  48
  69
  87
  108
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  24 (+7)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+9 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 1d8+13 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit 2d6+16 (23) 
  bludgeoning damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (lArge)
  
  155
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  156
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  38
  70
  90
  134
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  13 (+1)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  
  Hit 1d8+10 (14) 
  bludgeoning damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (medium)
  
  157
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  158
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  26
  54
  67
  104
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Small construct, 
  unaligned
  Medium construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (smAll)
  
  159
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  160
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  3
  21
  48
  82
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Tiny construct, unaligned
  Tiny construct, unaligned
  Tiny construct, unaligned
  Small construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  5 (-3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  15 (+2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +5, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Passive Perception +6, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Slam Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2-2 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3-2 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 
  0 ft., one target.  Hit 
  1d3+1 (3) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  AnimAted object (tiny)
  
  161
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  162
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  24
  59
  117
  194
  Speed
  30 ft. Burrow 20 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  3
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 15
  Damage 3d6
  Saving Throw  
  Dexterity DC 18
  Damage 4d6
  Saving Throw  
  Dexterity DC 20
  Damage 5d6
  Spit Acid Recharge 6.  The ankheg spits acid in a line that is 30’ long and 5’ wide, provided that it has no creature grappled.  Each creature in that line must 
  make a Dexterity saving throw, taking acid damage on a failed save, or half as much damage on a successful save.
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Acid Bite An Ankheg’s bite does additional acid damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Incidental
  Ankheg
  
  163
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
  Illustration 4: Ankheg
  
  164
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  37
  65
  133
  242
  Speed
  Fly 90 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium fey, lawful evil
  Medium fey, lawful evil
  Large fey, lawful evil
  Huge fey, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  18 (+4)
  DEX 22 (+6)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  20 (+5)
  DEX 21 (+5)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  24 (+7)
  DEX 22 (+6)
  CON 22 (+6)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +20, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Bleed You can cause wounds that continue to bleed, inflicting additional acid damage each round at the start of the affected creature’s turn. This bleeding 
  can be stopped by a successful Medicine skill check or through the application of any magical healing.
  Special 
  Abilities & 
  Qualities
  Cold Iron Killer All of an ankou’s natural weapons are treated as cold iron.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Primal Land of Fey)
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  Ankou
  
  165
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Shadow Doubles Once per day as an action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou 
  and last a number of rounds equal to the ankou’s Charisma modifier. These shadow doubles are identical to the original in all respects except that when 
  conjured they have a number of hit points equal to 20% of the true ankou’s total hit points. The doubles have all of the true ankou’s melee attacks and 
  abilities, except they can’t create more shadow doubles or use the ankou’s spell-like abilities except for deeper darkness. Any creature that interacts with 
  a shadow double can attempt a Wisdom save to disbelieve the duplicate. Against a creature that recognizes a shadow double for what it is, the double 
  functions as a shadow. Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is 
  ever more than 120 feet from a shadow double, the duplicates instantly vanish.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d4+9 (12) slashing 
  damage.
  Wing Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit  1d4+9 
  (12) slashing damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+8 (12) slashing 
  damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+12 (19) slashing 
  damage.
  Wing Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  ray of enfeeblement (at 
  will); silence (self only) 
  (at will); true seeing (3/
  day)
  prismatic spray (1/day); 
  ray of enfeeblement (at 
  will); silence (self only) (at 
  will); true seeing (3/day)
  circle of death (1/day); 
  prismatic spray (1/day); 
  ray of enfeeblement (at 
  will); silence (self only) 
  (at will); true seeing (3/
  day)
  circle of death (1/day); 
  prismatic spray (3/day); 
  ray of enfeeblement (at 
  will); silence (self only) 
  (at will); true seeing (5/
  day)
  Spellcasting
  -
  Possessions
  -
  
  166
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  28
  45
  86
  149
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 17 (+3)
  CON 4 (-3)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  3 (-4)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  7 (-2)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 11
  Damage 1d6
  Saving Throw  
  Dexterity DC 13
  Damage 2d6
  Saving Throw  
  Dexterity DC 16
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Cling If a creature leaves an army ant swarm’s square, the swarm suffers piercing damage to reflect the loss of its numbers as several of the crawling pests 
  continue to cling tenaciously to the victim. A creature with army ants clinging to him takes additional piercing damage at the end of his turn each round. As 
  a full-round action, he can remove the ants with a Dexteriry save. High wind or any amount of damage from an area effect destroys all clinging ants.
  Special 
  Abilities & 
  Qualities
  Damage 3d6
  Damage 4d6
  Damage 6d6
  Damage 8d6
  Consume An army ant swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an 
  army ant swarm attack deals additional piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Tropical
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Patrol (3-6x), or Legion (7-16x)
    Treasure
  None
  Ant (Army swArm)
  
  167
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm  Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Swarm  Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 4d6 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 6d6 
  (9) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  168
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  26
  71
  145
  232
  Speed
  50 ft. Climb 20 ft. Fly 30 ft. (Good)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  18 (+4)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Sting - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Pair, Gang (3-6x), or Hive (7-18x plus others)
    Treasure
  None
  Ant (giAnt)
  
  169
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) piercing 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+8 
  (12) piercing damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  170
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  25
  106
  177
  264
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 24 (+7)
  INT 
  10 (+0)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Poison Sting - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d3 Strength damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Pair, Gang (3-6x), or Hive (7-18x plus others)
    Treasure
  None
  Ant (Queen)
  
  171
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Sting Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+8 (12) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Sting Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d8+10 (14) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  172
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  19
  56
  115
  209
  Speed
  50 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  12 (+1)
  DEX 9 (-1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+9 
  (14) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Pair, Gang (3-6x), or HIve (7-18x plus others)
    Treasure
  None
  Ant (worker)
  
  173
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  174
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  39
  83
  150
  233
  Speed
  30 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Huge vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  21 (+5)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  23 (+6)
  DEX 17 (+3)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  4d6+16 (30) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary or Cloud (2-12x)
    Treasure
  None
  Ant lion (giAnt Adult)
  
  175
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  176
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  41
  68
  133
  213
  Speed
  30 ft. Burrow 10 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  6
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throws 
  DC 13
  Saving Throws 
  DC 15
  Saving Throws 
  DC 18
  Saving Throws 
  DC 20
  Sand Trap A giant ant lion can create a 60-foot-diameter, 20-foot-deep pit in any sand or soft earth surface. Creating a sand trap takes 1 hour. A Perception 
  check allows a creature to realize such a depression in the sand is in fact a trap. Any creature that steps into the trap slides to the center if it fails a 
  Dexterity save-such victims take no damage, but they do fall prone. A giant ant lion can make an attack of opportunity against any creature that falls to 
  the bottom of its sand trap. These creatures can move across sand traps at their normal speed and are immune to the trap’s effects. Other creatures can 
  navigate the trap’s walls with a Climb check.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary or Nest (2-4x)
    Treasure
  Incidental
  Ant lion (giAnt)
  
  177
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  178
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  36
  57
  144
  280
  Speed
  Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small fiend, chaotic evil
  Small fiend, chaotic evil
  Medium fiend, chaotic 
  evil
  Large fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 13 (+1)
  INT 
  17 (+3)
  WIS 
  13 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 21 (+5)
  CON 13 (+1)
  INT 
  17 (+3)
  WIS 
  13 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 19 (+4)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  13 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 21 (+5)
  INT 
  19 (+4)
  WIS 
  17 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Common, Draconic, Giant, Infernal
  Challenge
  6
  10
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Damage 2d6
  Saving Throw  
  Wisdom DC 18
  Damage 4d6
  Saving Throw  
  Wisdom DC 19
  Damage 8d6
  Saving Throw  
  Wisdom DC 21
  Damage 8d6
  Touch of Madness The touch of an aoandon causes maddening fear. As a standard action it can make an incorporeal touch attack that deals necrotic 
  damage. Any living creature damaged by an aoandon’s touch attack must succeed at a Wisdom save or be confused for 1d4 rounds. A creature that 
  succeeds at this saving throw can’t be confused again by this aoandon’s touch of madness for 10 minutes. This is a mind-affecting fear effect.
  Standard 
  Actions
  None.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary
    Treasure
  None
  AoAndon
  
  179
  A
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  bestow curse (1/day); 
  darkness (at will); true 
  seeing (at will)
  bestow curse (1/day); 
  darkness (at will); power 
  word pain (1/day); true 
  seeing (at will)
  bestow curse (3/day); 
  darkness (at will); power 
  word pain (1/day); true 
  seeing (at will)
  bestow curse (5/day); 
  darkness (at will); power 
  word pain (3/day); true 
  seeing (at will)
  Spellcasting
  -
  Possessions
  -
  
  180
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  29
  56
  114
  191
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  4 (-3)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d8+5 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Troop (3-6x)
    Treasure
  Incidental
  APe (dire)
  
  181
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  182
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  18
  48
  102
  167
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  8
  11
  13
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  
  Hit 2d6+12 (19) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Troop (3-6x)
    Treasure
  Incidental
  APe (gorillA)
  
  183
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  184
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  43
  55
  106
  158
  Speed
  Fly 60 ft. (Clumsy)
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 12 (+1)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Hallit
  Challenge
  6
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Hit Point Reduction 1d4
  Saving Throw  
  Constitution DC 14
  Hit Point Reduction 1d6
  Saving Throw  
  Constitution DC 17
  Hit Point Reduction 2d4
  Saving Throw  
  Constitution DC 18
  Hit Point Reduction 2d6
  Energy Drain You sap a living opponent’s vital energy automatically when your melee or ranged attack hits. Each successful energy drain reduces the 
  victim’s maximum and current hit points. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.  Restoration or more 
  powerful healing magic will remove the maximum hit point reduction.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Rend Faith The victim must make a successful Wisdom save or be unable to use any divinely granted special ability for 1 
  round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Gang (3-6x)
    Treasure
  None
  APostAsy wrAith
  
  185
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit  1d6 (6) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 2d6 (7) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 10 ft., one target.  
  Hit 3d6 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  186
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  87
  134
  208
  336
  Speed
  40 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 22 (+6)
  CON 16 (+3)
  INT 
  22 (+6)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 22 (+6)
  CON 16 (+3)
  INT 
  22 (+6)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  22 (+6)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 22 (+6)
  CON 22 (+6)
  INT 
  24 (+7)
  WIS 
  19 (+4)
  CHA 23 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +19, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +21, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Abyssal, Ancient Osiriani, Celestial, Common, Draconic, Infernal, Protean, Telepathy 100 ft.
  Challenge
  9
  13
  17
  21
  Special 
  Abilities & 
  Qualities
  Always Armed Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a 
  signature weapon, it can summon any nonmagical weapon as a standard action (including special materials); 
  the weapon disappears if it leaves the herald’s grasp.
  Special 
  Abilities & 
  Qualities
  Change Shape As an immediate action, the herald can take physical form, losing its incorporeal special 
  quality and subtype and its deflection bonus to AC, but gaining a Strength score of 20 and a natural armor 
  bonus equal to its incorporeal deflection bonus.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Extraplanar)
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Standard
  ArcAnotheign
  
  187
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 19
  Saving Throw DC 20
  Saving Throw DC 21
  Saving Throw DC 23
  Eldritch Blast The herald chooses an additional effect for its eldritch blasts each round (save negates). 
  A creature that fails its saves against both blasts in the same round suffers an increased effect. Dement 
  (Wisdom): The creature is confused for 1 minute. Increased effect: The creature goes insane (as insanity). 
  Displace (Constitution): The creature teleports (as dimension door) 5 feet in a random horizontal direction 
  at the end of its turn each round for the next 10 rounds. Increased effect: The creature is affected by maze. 
  Ignite (Dexterity): The creature takes 2d6 points of fire damage. Increased effect: The creature catches on 
  fire.
  Special 
  Abilities & 
  Qualities
  Emissary Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of 
  limitations of that spell, even if it’s not an outsider.
  Standard 
  Actions
  Eldritch Blast Ranged 
  weapon attack: +8 to hit, 
  one target.  Hit 4d4 (6) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit  4d4 (6) bludgeoning 
  damage.
  Eldritch Blast Ranged 
  weapon attack: +7 to hit, 
  one target.  Hit 4d4 (6) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit  4d4 (6) bludgeoning 
  damage.
  Eldritch Blast Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 4d6 (8) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 4d6 (8) bludgeoning 
  damage.
  Eldritch Blast Ranged 
  weapon attack: +6 to hit, 
  one target.  Hit 8d6 (10) 
  bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +1 to 
  hit, reach 10 ft., one 
  target.  Hit 8d6 (10) 
  bludgeoning damage.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 23
  Energy Channel On its turn, the herald can channel energy (Wisdom save halves) to deal 2d6 points of acid, 
  cold, electricity, or fire damage to each creature in its aura. A creature struck by its incorporeal touch attack 
  also takes this damage (no saving throw).
  Special 
  Actions
  Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic 
  weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. 
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or 
  creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are 
  immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half 
  damage from a corporeal source except for channel energy. Although it is not a magical attack, holy water 
  can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% 
  chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Innate 
  Spellcasting
  arcane sight (at will); cloudkill (3/day); cure wounds (3/day); harm (1/day); heal (1/day); lightning bolt (3/
  day); plane shift (1/day); telekinesis (3/day)
  Spellcasting
  -
  Possessions
  -
  
  188
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  41
  70
  132
  196
  Speed
  50 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  9 (-1)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  13 (+1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  16 (+3)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  5
  9
  13
  18
  Special 
  Abilities & 
  Qualities
  Change Shape An aranea can take the form of a Small or Medium humanoid or spider-humanoid hybrid. In humanoid form, an aranea cannot use its bite, 
  web, or poison. In spider-humanoid hybrid form, an aranea looks like a humanoid with spidery fangs and spinnerets, with the latter typically located at the 
  small of its back. The aranea retains its bite attack, webs, and poison in this form, and can wield weapons and wear armor. When in humanoid or hybrid 
  form, an aranea’s speed is 30 feet and it has no climb speed.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Tropical Forests
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary or Colony (2-6x)
    Treasure
  Standard
  ArAneA
  
  189
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throws  
  DC 15
  Saving Throws  
  DC 16
  Saving Throws  
  DC 18
  Saving Throws  
  DC 20
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to 
  eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can escape with a successful Athletics check  or 
  burst the web with a Strength check. Attempts to burst a web by those caught in it are made at disadvantage. Web spinners can create 
  sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap 
  prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; otherwise they stumble into it and 
  become trapped as though by a successful web attack. Attempts to escape or burst the webbing are made at advantage if the trapped 
  creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Bite - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d3 Strength damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+5 (12) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Known Sorcerer Spells 
  (CL 5th): invisibility; 
  mirror image; charm 
  person; mage armor; 
  silent image; sleep; daze; 
  detect magic; light; mage 
  hand; resistance
  Known Sorcerer Spells 
  (CL 5th): invisibility; 
  mirror image; charm 
  person; mage armor; 
  silent image; sleep; daze; 
  detect magic; light; mage 
  hand; resistance
  Known Sorcerer Spells 
  (CL 5th): invisibility; 
  mirror image; charm 
  person; mage armor; 
  silent image; sleep; daze; 
  detect magic; light; 
  mage hand; resistance
  Known Sorcerer Spells 
  (CL 5th): invisibility; 
  mirror image; charm 
  person; mage armor; 
  silent image; sleep; daze; 
  detect magic; light; mage 
  hand; resistance
  Possessions
  -
  
  190
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  22
  59
  112
  186
  Speed
  Fly 50 ft. (Perfect), Teleport
  Size, Type, 
  Alignment
  Tiny celestial, lawful good
  Tiny celestial, lawful good
  Tiny celestial, lawful 
  good
  Small celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech, Truespeech
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Blades A harbinger can extend blades from its body to strike with as primary natural attacks. These blades possess a +1 enhancement bonus on attack and 
  damage rolls, and are treated as both magic and good-aligned for the purposes of penetrating damage reduction.
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Special 
  Abilities & 
  Qualities
  Disassemble As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its 
  full flight speed, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Constellation (3-12x)
    Treasure
  None
  Archon (hArbinger)
  
  191
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Blades Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d4-2 
  (1) bludgeoning damage.
  Blades Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d6-2 
  (1) bludgeoning damage.
  Blades Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Blades Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) bludgeoning damage.
  Special 
  Actions
  Saving Throw  
  Dexterity DC 12
  Damage 1d6
  Saving Throw  
  Dexterity DC 13
  Damage 1d8
  Saving Throw  
  Dexterity DC 16
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Wrath Recharge 2, a harbinger archon can emit a blast of energy that deals force damage to adjacent creatures. A 
  Dexterity save halves this damage. The harbinger can choose to omit any target from this blast that it desires, damaging 
  only those foes it chooses.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  192
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  35
  64
  131
  202
  Speed
  40 ft., Teleport
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Change Shape A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and 
  greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the 
  animal type.
  Special 
  Abilities & 
  Qualities
  Disassemble As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its 
  full flight speed, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Squad (3-5x)
    Treasure
  Standard
  Archon (hound)
  
  193
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Actions
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit  2d619-20 (1) 
  slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  2d619-20 (1) 
  slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+7/19-20 (14) 
  slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+2 (4) bludgeoning 
  damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+7/19-20 (14) 
  slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  continual flame (at 
  will); message (at will); 
  teleport at will)
  continual flame (at will); 
  message (at will); teleport 
  at will)
  continual flame (at 
  will); message (at will); 
  teleport at will)
  continual flame (at 
  will); message (at will); 
  teleport at will)
  Spellcasting
  -
  Possessions
  Greatsword
  Greatsword
  Greatsword
  Greatsword
  
  194
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  11
  39
  92
  150
  Speed
  Fly 60 ft. (Perfect), Teleport
  Size, Type, 
  Alignment
  Small celestial, lawful 
  good
  Small celestial, lawful 
  good
  Small celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  3 (-4)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  7 (-2)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
  Special 
  Abilities & 
  Qualities
  Gestalt Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more 
  powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt 
  has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon 
  traits (aura of menace); 2 light rays; restances and immunities of a normal Lantern Archon. The archons can remain in 
  this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are 
  divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Artillery / Minion
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  None
  Archon (lAntern)
  
  195
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 28
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Standard 
  Actions
  Light Ray Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d6 (4) 
  radiant damage.
  Light Ray Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 2d6 (8) 
  radiant damage.
  Light Ray Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 4d6 (12) 
  radiant damage.
  Light Ray Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 6d6 (18) 
  radiant damage.
  Special 
  Actions
  Radiant Damage 
  1d6
  Radiant Damage 
  2d6
  Radiant Damage 
  4d6
  Radiant Damage 
  6d6
  Light Ray A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. 
  This attack overcomes damage reduction of any type.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  teleport (1/day)
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  teleport (3/day)
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  teleport (5/day)
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  teleport (at will)
  Spellcasting
  -
  Possessions
  -
  
  196
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  65
  78
  146
  245
  Speed
  40 ft. Fly 90 ft. (Average), Teleport
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  14 (+2)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  6
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
  Special 
  Abilities & 
  Qualities
  Flames of Faith A legion archon can manifest a +1 flaming greatsword or +1 flaming javelin as a move-equivalent action. The legion archon’s sword 
  vanishes if it leaves its hand, and its javelin vanishes after striking or missing its target.
  Second Skin A legion archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of 
  armor. Most legion archons wear full plate armor.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Squad (3-12x)
    Treasure
  Standard
  Archon (legion)
  
  197
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 28
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  2d617-20 (1) 
  slashing damage.
  Javelin Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d6+4 (8) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit  2d617-20 (1) 
  slashing damage.
  Javelin Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d6+4 (8) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+9/17-20 (16) 
  slashing damage.
  Javelin Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+6 (10) 
  bludgeoning damage.
  Greatsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+15/17-20 (22) 
  slashing damage.
  Javelin Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d6+9 (12) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  +1 greatsword; +1 javelin 
  (flaming);
  +1 greatsword; +1 javelin 
  (flaming);
  +1 greatsword; +1 javelin 
  (flaming);
  +1 greatsword; +1 javelin 
  (flaming);
  
  198
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  71
  106
  176
  269
  Speed
  30 ft. Fly 60 ft. (Good), Teleport
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Large celestial, lawful 
  good
  Huge celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 22 (+6)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  22 (+6)
  DEX 13 (+1)
  CON 24 (+7)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  6
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
  Special 
  Abilities & 
  Qualities
  Spear and Shield At will as a free action, a shield archon can transform his hands into a +1 tower shield and a +3 shortspear, or either individually, or 
  back to hands again. He cannot transform both hands into shields or both into shortspears. A shield archon never takes typical penalties on attack rolls 
  while wielding a tower shield. A shield archon’s weapons cannot be disarmed, but they can be sundered. If a shield archon loses his spear or shield, he 
  can manifest a new one as a full-round action. When a shield archon is slain, these two items fade away - they cannot be looted or wielded by any other 
  creature.
  Transpose Ally Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious) ally and immediately teleport 
  that ally to the archon’s previous position, in effect switching places with the ally. The archon must have line of effect to the target.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Squad (3-5x)
    Treasure
  Standard
  Archon (shield)
  
  199
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 28
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Standard 
  Actions
  Shortspear Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+6 (10) piercing 
  damage.
  Shortspear Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d6+6 
  (10) piercing damage.
  Shortspear Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Shortspear Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d8+10 
  (14) piercing damage.
  Shortspear Melee 
  weapon attack: +6 to 
  hit, reach 10 ft., one 
  target.  Hit 1d8+13 (18) 
  piercing damage.
  Shortspear Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 1d8+13 
  (18) piercing damage.
  Shortspear Melee 
  weapon attack: +6 to hit, 
  reach 15 ft., one target.  
  Hit 2d6+17 (24) piercing 
  damage.
  Shortspear Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 2d6+17 
  (24) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (at will); divine favor 
  (1/day); message (at will)
  aid (at will); divine favor 
  (2/day); message (at will)
  aid (at will); divine favor 
  (3/day); message (at will)
  aid (at will); divine favor 
  (5/day); message (at will)
  Spellcasting
  -
  Possessions
  shortspear +1; full plate; 
  shield
  shortspear +1; full plate; 
  shield
  shortspear +1; full plate; 
  shield
  shortspear +1; full plate; 
  shield
  
  200
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  34
  58
  105
  165
  Speed
  40 ft. Fly 40 ft. (Good), Teleport
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  15 (+2)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  15 (+2)
  WIS 
  12 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
  Special 
  Abilities & 
  Qualities
  Hone Senses Three times per day, a spyglass archon can concentrate its attention. For 4 rounds, the range of the spyglass archon’s darkvision is doubled, it 
  gains advantage on Perception checks, and it gains blindsense out to a range of 15 feet.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Pair
    Treasure
  Standard
  Archon (sPyglAss)
  
  201
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 28
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d819-20 (1) 
  slashing damage.
  Shortsword Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d619-20 (1) 
  slashing damage.
  Shortbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Longsword Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d819-20 (1) slashing 
  damage.
  Shortsword Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d619-20 (1) 
  slashing damage.
  Shortbow Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d6/x3 (6) 
  piercing damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d819-20 (1) 
  slashing damage.
  Shortsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d619-20 (1) 
  slashing damage.
  Shortbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+10/19-20 (17) 
  bludgeoning damage.
  Shortsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+6/19-20 (10) 
  bludgeoning damage.
  Shortbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8x3 
  (5) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (at will); continual 
  flame (at will); darkness 
  (1/day); detect evil and 
  good (at will); teleport 
  (1/day)
  aid (at will); continual 
  flame (at will); darkness 
  (3/day); detect evil and 
  good (at will); teleport (3/
  day)
  aid (at will); continual 
  flame (at will); darkness 
  (3/day); detect evil and 
  good (at will); teleport 
  (3/day)
  aid (at will); continual 
  flame (at will); darkness 
  (5/day); detect evil and 
  good (at will); teleport 
  (5/day)
  Spellcasting
  -
  Possessions
  leather armor;  longsword;  
  shortsword; shortbow
  leather armor;  longsword;  
  shortsword; shortbow
  leather armor;  longsword;  
  shortsword; shortbow
  leather armor;  longsword;  
  shortsword; shortbow
  
  202
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  29
  46
  95
  185
  Speed
  40 ft., Teleport
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  8 (-1)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 12 (+1)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  17 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 18
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 
  20-foot radius of an archon must succeed on a Wisdom save to resist its effects. Those who fail suffer 
  disadvantage on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated 
  the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura 
  for 24 hours.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary, Pair, or Band (3-5x)
    Treasure
  Standard
  Archon (stAg)
  
  203
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Change Shape Large stag (as Beast Shape II).
  Special 
  Abilities & 
  Qualities
  Push You can choose to make a free attack roll with a certain successful attack (often a slam attack). If 
  successful, this check pushes a creature directly away as with a bull rush. This ability only works on creatures 
  of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks 
  of opportunity and stop if the push would move them into a solid object or creature.
  Special 
  Abilities & 
  Qualities
  Teleport Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can 
  transport only itself and up to 50 pounds of carried objects.
  Standard 
  Actions
  Longbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Longbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Longbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8x3 
  (1) bludgeoning damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Longbow Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 2d619-00/
  x3 (620) bludgeoning 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Special 
  Actions
  Truespeech All archons can speak with any creature that has a language, as if using a tongues spell (caster 
  level 5). This ability is always active.
  Innate 
  Spellcasting
  aid (at will); animal messenger (at will); charm animal (3/day); dancing lights (at will); true strike (1/day)
  Spellcasting
  -
  Possessions
  -
  
  204
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  120
  178
  273
  449
  Speed
  30 ft. Fly 80 ft. (Good), Teleport
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Huge celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  23 (+6)
  DEX 18 (+4)
  CON 27 (+8)
  INT 
  19 (+4)
  WIS 
  21 (+5)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Charm, Compulsion, Electricity, Fear, Fire, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  10
  15
  19
  23
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your regeneration is still functioning 
  (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 19
  Saving Throw  
  Dexterity DC 20
  Saving Throw  
  Dexterity DC 22
  Saving Throw  
  Dexterity DC 15
  Explosive Rebirth When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half 
  fire, half radiant damage) to anything within 100 feet (Dexterity save halves). The slain archon reincarnates 1d4 rounds 
  later as a shield archon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary or Pair
    Treasure
  Incidental
  Archon (stAr)
  
  205
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 25
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 25
  Aura of Courage You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains advantage on 
  saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
  Standard 
  Actions
  Shield Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) bludgeoning damage.
  Starknife Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4x3 
  (1) slashing damage.
  Starknife Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4+6/x3 (8) 
  slashing damage.
  Shield Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) bludgeoning damage.
  Starknife Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4x3 
  (1) slashing damage.
  Starknife Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+7/x3 
  (10) slashing damage.
  Starknife Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+12/x3 (16) slashing 
  damage.
  Starknife Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6+12/x3 
  (16) slashing damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Starknife Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+16/x3 (20) slashing 
  damage.
  Starknife Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+16/x3 
  (20) slashing damage.
  Shield Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Special 
  Actions
  Smite Evil You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As an action, 
  you choose one target within sight to smite. If this target is evil, your attack rolls are made with advantage, and you 
  receive +20 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases 
  to +40. Regardless of the target, Smite Evil attacks automatically bypass any resistance the creature might possess. In 
  addition, while smite evil is in effect, you gain advantage to your AC against attacks made by the target of the smite. If 
  you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of 
  the smite is dead or the next time you rest and regain your uses of this ability.
  Innate 
  Spellcasting
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  message (at will); 
  sunbeam (3/day); true 
  seeing (at will)
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  message (at will); meteor 
  swarm (1/day); prismatic 
  spray (1/day); sunbeam 
  (3/day); sunburst (1/day); 
  true seeing (at will)
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  message (at will); meteor 
  swarm (3/day); prismatic 
  spray (1/day); sunbeam 
  (at will); sunburst (1/
  day); true seeing (at will)
  aid (at will); continual 
  flame (at will); detect 
  evil and good (at will); 
  message (at will); meteor 
  swarm (3/day); prismatic 
  spray (3/day); sunbeam 
  (at will); sunburst (3/day); 
  true seeing (at will)
  Divine 
  Spellcasting
  Cleric (CL 8th): 
  holy aura (2); 
  resurrection (3); heal(2); 
  (2); death ward; dispel 
  magic; cure wounds(4); 
  divine favor; sanctuary; 
  guidance; resistance
  Cleric (CL 12th): 
  mass heal; fire storm; 
  holy aura (2); resurrection 
  (3); heal(2); (2); flame 
  strike; death ward; dispel 
  magic; cure wounds(4); 
  divine favor; sanctuary; 
  guidance; resistance
  Cleric (CL 14th): 
  mass heal; wish; fire 
  storm; holy aura (2); 
  resurrection (3); heal(2); 
  (2); flame strike(2); 
  death ward; dispel 
  magic; cure wounds(4); 
  divine favor; sanctuary; 
  guidance; resistance
  Cleric (CL 19th): 
  mass heal; wish; fire 
  storm; holy aura (2); 
  resurrection (3); heal(2); 
  (2); flame strike(3); death 
  ward; dispel magic; cure 
  wounds(4); divine favor; 
  sanctuary; guidance; 
  resistance
  Possessions
  Shield; starknife +1; full 
  plate
  Shield; starknife +1; full 
  plate
  Shield; starknife +1; full 
  plate
  Shield; starknife +1; full 
  plate
  
  206
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  54
  126
  187
  268
  Speed
  40 ft. Fly 90 ft. (Good), Teleport
  Size, Type, 
  Alignment
  Small celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Truespeech All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Teleport Archons can use teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried 
  objects.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Trumpet All creatures except archons within 100 feet of the trumpet’s blast must succeed on a Constitution save or be 
  paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of 
  the archon’s hands, it is a chunk of useless metal.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitary, Pair, or Suqad (3-5x)
    Treasure
  Standard
  Archon (trumPet)
  
  207
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Aura of Menace A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius 
  of an archon must succeed on a Wisdom save to resist its effects. Those who fail are at disadvantage on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or 
  broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  1d8/19-20 (8) 
  slashing damage.
  Greatsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+11/19-20 (18) 
  slashing damage.
  Greatsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+11/19-20 (18) 
  slashing damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+14/19-20 (21) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (3/day); continual 
  flame (3/day); detect 
  evil and good (3/day); 
  message (3/day); teleport 
  (1/day)
  aid (3/day); continual 
  flame (3/day); detect 
  evil and good (3/day); 
  message (3/day); teleport 
  (2/day)
  aid (3/day); continual 
  flame (3/day); detect 
  evil and good (3/
  day); message (3/day); 
  teleport (3/day)
  aid (3/day); continual 
  flame (3/day); detect 
  evil and good (3/day); 
  message (3/day); teleport 
  (3/day)
  Spellcasting
  Cleric (CL 8th): 
  heal; dispel evil and 
  good; plane shift; 
  daylight; protection 
  from energy; lesser 
  restoration; bless; cure 
  wounds(2); divine favor; 
  sanctuary; shield of faith; 
  detect magic; purify food 
  and drink
  Cleric (CL 12th): 
  banishment; heal; dispel 
  evil and good; plane shift; 
  daylight; protection from 
  energy; lesser restoration; 
  bless; cure wounds(2); 
  divine favor; sanctuary; 
  shield of faith; detect 
  magic; purify food and 
  drink
  Cleric (CL 14th): 
  banishment; heal(2); 
  dispel evil and good; 
  plane shift; raise dead; 
  daylight; protection 
  from energy; lesser 
  restoration; bless; cure 
  wounds(2); divine favor; 
  sanctuary; shield of faith; 
  detect magic; purify food 
  and drink
  Cleric (CL 18th): 
  banishment; heal(2); 
  dispel evil and good; 
  plane shift; raise dead; 
  daylight; protection 
  from energy; lesser 
  restoration; bless; cure 
  wounds(2); divine favor; 
  sanctuary; shield of faith; 
  detect magic; purify food 
  and drink
  Possessions
  +3 greatsword
  +3 greatsword
  +3 greatsword
  +3 greatsword
  
  208
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  7
  37
  67
  118
  Speed
  40 ft.
  40 ft.
  45 ft.
  45 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6-1 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Cold
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Skulk (3-12x)
    Treasure
  None
  Arctic fox
  
  209
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  210
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  2
  28
  63
  109
  Speed
  50 ft.
  55 ft.
  55 ft.
  55 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 7 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 3 (-4)
  STR 
  6 (-2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  11 (+0)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6-4 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8-4 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d8-1 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 10 
  ft., one target.  Hit 2d6+1 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests and Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Down (3-16x)
    Treasure
  None
  Arctic hAre
  
  211
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  2
  16
  51
  104
  Speed
  10 ft. Fly 40 ft. (Clumsy)
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 5 (-3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  1 (-5)
  DEX 14 (+2)
  CON 5 (-3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  4 (-3)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 7 (-2)
  STR 
  9 (-1)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6-4 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8-4 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d8-2 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 10 
  ft., one target.  Hit 2d6 
  (7) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Coastlines
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Flock (3-20x)
    Treasure
  None
  Arctic tern
  
  212
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  96
  134
  192
  307
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Huge aberration, lawful 
  neutral
  Huge aberration, lawful 
  neutral
  Gargantuan aberration, 
  lawful neutral
  Gargantuan aberration, 
  lawful neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  26 (+8)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  31 
  (+10)
  DEX 14 (+2)
  CON 22 (+6)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks
  Immunities
  Blindness, Dazzled
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aklo, Celestial, Common
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Absolute Readiness An argus is never surprised or flat-footed. It can act in the surprise round as if it were a normal round.
  Accurate Strikes An argus’s attacks ignore penalties imposed by targets with any cover less than total cover, and the miss chance granted to targets by any 
  concealment less than total concealment.
  All-Around Vision You can see in all directions at once. You cannot be flanked.
  Arcane Sight You can use Arcane Sight, as per the spell, as a constant ability.
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary
    Treasure
  Standard
  Argus
  
  213
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Fascinating Gaze A creature within 40 feet of an argus must succeed at a Wisdom saving throw or be fascinated for 5d6 
  rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can’t use this ability in the 
  same round it uses frightful presence.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an 
  attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 
  feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can 
  resist the effects with a successful Wisdom save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. 
  An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is 
  a mind-affecting fear effect.
  Standard 
  Actions
  Rock Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 3d6+10 (20) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Rock Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 3d6+15 (26) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  Hit  
  2d6+15 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Rock Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 3d6+21 (32) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  2d8+14 (23) piercing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  3d6+14 (24) slashing 
  damage.
  Rock Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 2d6+28 (35) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  4d8+19 (37) piercing 
  damage.
  Claw Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  6d6+19 (40) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  arcane eye (at will); arcane sight (at will); true seeing (at will); true strike (at will)
  Spellcasting
  -
  Possessions
  -
  
  214
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  8
  29
  76
  146
  Speed
  30 ft. Burrow 5 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  3 (-4)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  13 (+1)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Protective Ball As an action, may roll up into a ball.  This gives them advantage against any attack, but decreases their Speed to 0.  Unrolling is a move 
  action.
  Standard 
  Actions
  Claw Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4-3 
  (2) slashing damage.
  Claw Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d6-3 
  (1) slashing damage.
  Claw Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary
    Treasure
  None
  ArmAdillo
  
  215
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  15
  62
  127
  202
  Speed
  Swim 30 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  6 (-2)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  6 (-2)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 13 (+1)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Uncommon
    Role
  Soldier / Minion
    Organization
  Solitary or School (2-8x); Companion
    Treasure
  None
  Armorfish
  
  216
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  37
  66
  118
  208
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium plant, unaligned
  Large plant, unaligned
  Large plant, unaligned
  Huge plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  21 (+5)
  DEX 13 (+1)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except piercing
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +15, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  5
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Poison Spores - Inhaled; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Strength damage and is Poisoned; cure 1 save.  Ability score 
  damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Underground
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Cluster (2-8x)
    Treasure
  None
  Ascomoid
  
  217
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Spores Once per round, an ascomoid can release a jet of deadly spores to a range of 30 feet. Upon impacting a solid 
  surface, such as a wall or creature, the jet billows out into a cloud of spores that fills a 10-foot-radius spread. This cloud 
  lasts for 1 round before dispersing. Any creature in the cloud must make a Constitution save or become nauseated as 
  long as it remains in the cloud. Any creature that fails to save against this nausea is also exposed to the ascomoid’s 
  poison.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 2d6+13 (20) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  218
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  12
  28
  76
  146
  Speed
  30 ft. Fly 30 ft. (Clumsy)
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 16
  Poison Stream Exposes all creatures in a 15-ft. line to poison, Dexterity save negates; Recharge 2; standard action
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Warm
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Nest (2-12x); Companion
    Treasure
  None
  AssAssin bug
  
  219
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Poison Contact; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  220
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  23
  53
  108
  178
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Large plant, unaligned
  Large plant, unaligned
  Large plant, unaligned
  Huge plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 7 (-2)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 11 (+0)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +12, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +12, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Camouflage Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice 
  it before it attacks for the first time.
  Special 
  Abilities & 
  Qualities
  Entangle An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Patch (3-6x)
    Treasure
  Incidental
  AssAssin vine
  
  221
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d6+12 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit 1d8+15 (20) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  222
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  12
  44
  95
  160
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Large humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  8 (-1)
  CHA 10 (+0)
  STR 
  16 (+3)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  8 (-1)
  CHA 10 (+0)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 14 (+2)
  STR 
  23 (+6)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Sensitive Breath
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  Common, Telepathy 100 ft.
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Mouthless Astomoi don’t need to eat or drink to survive. Instead, they absorb the essence of food and drink; 
  this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. 
  Astomoi consume potions and other ingested materials in the same fashion. Since they never actually ingest 
  anything, they can’t normally be exposed to ingested poisons.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Convent (6-20x)
    Treasure
  Incidental
  Astomoi
  
  223
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Scent You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can 
  identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense 
  of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong 
  scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect 
  a scent, the exact location of the source is not revealed-only its presence somewhere within range. You can 
  take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint 
  the source’s location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow 
  a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age 
  of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules 
  for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
  Special 
  Abilities & 
  Qualities
  Sensitive Breath Astomoi suffer disadvantage on saving throws against disease and inhaled poisons.
  Special 
  Abilities & 
  Qualities
  Telepathic Senses Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per 
  darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must 
  provide thought components for spells that normally require verbal components. It can use language-
  dependent abilities with its telepathy, but not abilities that depend on audible components.
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+6/19-00 (13) 
  slashing damage.
  Heavy Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d10/19-
  00 (10) piercing damage.
  Dagger Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Gauntlet Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d3+4 
  (6) bludgeoning damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+9/19-00 (16) 
  bludgeoning damage.
  Heavy Crossbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d10/19-
  00 (10) piercing damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Gauntlet Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d3+4 
  (6) bludgeoning damage.
  Greatsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+14/17-00 (21) 
  bludgeoning damage.
  Heavy Crossbow Ranged 
  weapon attack: +4 to 
  hit, one target.  Hit 
  1d10/19-00 (10) 
  piercing damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6/19-00 (8) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+6/19-
  00 (8) piercing damage.
  Gauntlet Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d3+6 (8) bludgeoning 
  damage.
  Greatsword Melee 
  weapon attack: +7 to hit, 
  reach 10 ft., one target.  
  Hit  3d6+27/17-00 (38) 
  bludgeoning damage.
  Heavy Crossbow Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 2d819-
  00 (820) bludgeoning 
  damage.
  Dagger Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d6+11/19-00 (14) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d6+11/19-
  00 (14) piercing damage.
  Gauntlet Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit  +X 
  (0) bludgeoning damage.
  Special 
  Actions
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Possessions
  Greatsword; half-plate armor; heavy crossbow; crossbow bolts (10x); dagger
  
  224
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  98
  189
  309
  418
  Speed
  Fly 90 ft. (Average)
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  24 (+7)
  DEX 12 (+1)
  CON 22 (+6)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  27 (+8)
  DEX 16 (+3)
  CON 24 (+7)
  INT 
  8 (-1)
  WIS 
  17 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks except adamantine
  Immunities
  Cold
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +14, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +20, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  14
  20
  24
  Special 
  Abilities & 
  Qualities
  Astral Locating An astral leviathan automatically knows the distance and direction to any place on the Astral Plane it has ever visited. Once per day it can 
  use this ability to determine the location of a creature on the Astral Plane (as if using locate creature with unlimited range).
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round following 
  the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than you. If the Attack hits, the target is swallowed. 
  The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of 
  Movement, exiting prone.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Astral Plane)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary or Pod (2-5x)
    Treasure
  Standard
  AstrAl leviAthAn
  
  225
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  4d4+10/19-20 (20) 
  piercing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  4d4+4 (14) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  4d4+15/19-20 (25) 
  piercing damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d4+5 (15) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  30 ft., one target.  Hit 
  4d6+12/19-20 (26) 
  piercing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  30 ft., one target.  
  Hit 2d8+12 (21) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  30 ft., one target.  Hit 
  4d6+6 (20) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+15/19-20 (33) 
  piercing damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 3d8+15 (28) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+8 (26) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 24
  Gulping Tide An astral leviathan can create a 60-foot cone of roiling astral material, pulling all Large or smaller creatures and objects into its mouth so it can 
  swallow them. Any creature in the area that succeeds at a Constitution save moves up to 60 feet toward the cone’s origin; creatures that fail are swallowed. 
  The leviathan can use this ability only once per minute.
  Innate 
  Spellcasting
  dimension door (1/day)
  dimension door (2/day)
  dimension door (3/day)
  dimension door (5/day)
  Spellcasting
  -
  Possessions
  -
  
  226
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  53
  86
  146
  235
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 11 (+0)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 14 (+2)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 15 (+2)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good
  Immunities
  Curses, diseased, Flanking, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  All-Around Vision You can see in all directions at once. You cannot be flanked.
  Dance of Disaster Whenever an adhukait hits with a melee attack during a full-attack action, it can move 10 feet before making its next attack. The 
  adhukait’s normal speed does not limit this movement-it can move 10 feet after any successful hit among its four attacks, as long as it has another attack 
  to make.
  Dual Mind An adhukait is a single creature with two distinct minds, so it can attempt two saving throws against mind-affecting effects. If either saving 
  throw succeeds, the mind-affecting effect fails to affect the adhukait.
  Elusive Aura Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a 
  nondetection spell. The size of the aura is proportional to the asura’s power. The DC to attempt divination on creatures within the aura is 15 + the HD of 
  the asura creating this aura.
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round following 
  the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Band (3-12x)
    Treasure
  Standard
  AsurA (AdhukAit)
  
  227
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Standard 
  Actions
  Kukri Melee weapon 
  attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d318-20 (1) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) slashing damage.
  Kukri Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d418-20 (1) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) slashing damage.
  Kukri Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+8/18-20 (10) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) slashing 
  damage.
  Kukri Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+11/18-20 (14) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Kurki (2x)
  Kurki (2x)
  Kurki (2x)
  Kurki (2x)
  
  228
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  84
  124
  173
  309
  Speed
  35 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Large fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Gargantuan fiend, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  STR 
  24 (+7)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  STR 
  28 (+9)
  DEX 17 (+3)
  CON 23 (+6)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good
  Immunities
  Curses, diseased, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Infernal, Telepathy 100 ft.
  Challenge
  8
  12
  14
  18
  Special 
  Abilities & 
  Qualities
  Dual Wielder An aghasura does not take a penalty on attack or damage rolls when attacking with two weapons.
  Elusive Aura Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a 
  nondetection spell. The size of the aura is proportional to the asura’s power. The DC to attempt divination on creatures within the aura is 15 + the HD of 
  the asura creating this aura.
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round following 
  the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary or Troop (2-9x)
    Treasure
  Standard
  AsurA (AghAsurA)
  
  229
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than you. If the Attack hits, the target is swallowed. 
  The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of 
  Movement, exiting prone.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Attraction Aura An aghasura exudes a 50-foot aura whenever it remains motionless for at least 1 round. All nonevil creatures that enter this area must make 
  a Wisdom save to avoid being compelled to move toward the aghasura’s location. If the aghasura moves, the effect ends for all currently affected creatures. 
  This is a mind-affecting compulsion. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 167
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Poison Bite or Scimitar - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Constitution damage and 
  is Poisoned; cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
  Standard 
  Actions
  Scimitar Melee weapon 
  attack: +7 to hit, reach 
  10 ft., two targets.  Hit  
  2d6+15/18-20 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d10+15 (20) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +6 to hit, reach 
  10 ft., two targets.  Hit  
  2d6+15/18-20 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d10+15 (20) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +7 to hit, reach 
  15 ft., two targets.  Hit 
  2d6+12/18-20 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+18 (25) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +7 to hit, reach 
  20 ft., two targets.  Hit 
  3d6+18/18-20 (28) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+24 (38) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Scimitar (2x)
  Scimitar (2x)
  Scimitar (2x)
  Scimitar (2x)
  
  230
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  117
  177
  393
  558
  Speed
  50 ft. Climb 50 ft. Fly 50 ft. (Perfect) Swim 50 ft.
  Size, Type, 
  Alignment
  Large fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Gargantuan fiend, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 19 (+4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 19 (+4)
  STR 
  19 (+4)
  DEX 21 (+5)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 20 (+5)
  STR 
  25 (+7)
  DEX 20 (+5)
  CON 24 (+7)
  INT 
  20 (+5)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  30 
  (+10)
  DEX 21 (+5)
  CON 28 (+9)
  INT 
  22 (+6)
  WIS 
  22 (+6)
  CHA 24 (+7)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except chaotic and good
  Immunities
  Curses, diseased, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +18, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +19, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +22, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +24, Darkvision 60 ft., 
  Truesight
  Languages
  -
  Challenge
  10
  15
  22
  26
  Special 
  Abilities & 
  Qualities
  Elusive Aura Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a 
  nondetection spell. The size of the aura is proportional to the asura’s power. The DC to attempt divination on creatures within the aura is 15 + the HD of 
  the asura creating this aura.
  Regeneration You are difficult to kill. You heal damage at 10 points per round, but you cannot die as long as your regeneration is still functioning 
  (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary or Pair
    Treasure
  Double
  AsurA (AsurendrA)
  
  231
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 24
  Saving Throw  
  Constitution DC 27
  Curse of False Wisdom Save Constitution; effect 1d4 Wisdom damage and target is fatigued.  A full rest, or any healing 
  magic, removes the Wisdom damage and condition.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 24
  Saving Throw  
  Constitution DC 27
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d6 Constitution damage and is Poisoned; cure 1 save.  Ability score 
  damage is healed in full upon a long rest or with any magical healing
  Special 
  Abilities & 
  Qualities
  Spirit Blades An asurendra can call forth up to six longsword-shaped force effects that float near the asurendra until 
  directed. The asurendra can use a standard action to direct one blade to attack a target up to a distance of 50 feet away, 
  or use a full-attack action to cause all six blades to attack up to six different targets up to a distance of 50 feet away, 
  each to a different location if desired. Once an asurendra directs a spirit blade to attack a foe, the blade continues to 
  make a single attack against that foe each round on the asurendra’s turn until directed otherwise by the asurendra and as 
  long as the foe remains within 50 feet of the asurendra. As a move action, the asurendra can direct all currently attacking 
  blades to switch targets to new foes within 50 feet. These weapons attack using the asurendra’s melee bonus, and deal 
  3d6 points of damage plus an amount of force damage equal to the asurendra’s Wisdom modifier. Physical attacks do 
  no affect these blades, but disintegrate or similarly potent magic causes them to vanish. If a spirit blade’s target dies or 
  moves beyond a 50-foot range and the asurendra does not retarget that blade by the end of its turn, the blade vanishes. 
  Likewise, any blades that are not within 50 feet of the asurendra at the end of its turn also vanish.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  1d8+13 (18) slashing 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+17 (31) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  3d6+17 (28) slashing 
  damage.
  Special 
  Actions
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than you. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks 
  and other Effects outside the creature. The creature can have only one target swallowed at a time.  If the creature dies, 
  a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting 
  prone.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  232
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  24
  52
  100
  175
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Tiny fiend, lawful evil
  Tiny fiend, lawful evil
  Tiny fiend, lawful evil
  Small fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  7 (-2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  12 (+1)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron or good
  Immunities
  Curses, diseased, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Infernal, Telepathy 100 ft.
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Elusive Aura Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a 
  nondetection spell. The size of the aura is proportional to the asura’s power. The DC to attempt divination on creatures within the aura is 15 + the HD of 
  the asura creating this aura.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Poison Sting- injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and is Poisoned; 
  cure 1 save.  Ability score damage is healed in full upon a long rest or with any magical healing
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Gang (3-10x)
    Treasure
  Standard
  AsurA (triPurAsurA)
  
  233
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Sting Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 1d2-1 
  (1) piercing damage.
  Sting Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d3-1 
  (1) piercing damage.
  Sting Melee weapon 
  attack: +0 to hit, reach 
  0 ft., one target.  Hit 
  1d3+3 (5) piercing 
  damage.
  Sting Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+6 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  234
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  32
  98
  169
  250
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 21 (+5)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  20 (+5)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  20 (+5)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 21 (+5)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  22 (+6)
  CHA 18 (+4)
  STR 
  23 (+6)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  22 (+6)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Curses, diseased, Flanking, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Common, Infernal, Telepathy 100 ft.
  Challenge
  6
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  All-Around Vision You can see in all directions at once. You cannot be flanked.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Elusive Aura Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a 
  nondetection spell. The size of the aura is proportional to the asura’s power. The DC to attempt divination on creatures within the aura is 15 + the HD of 
  the asura creating this aura.
  Infused Weapons In addition to being evil and lawful, weapons an upasunda wields are considered to be magic for the purposes of overcoming resistance.
  Multiweapon Mastery An upasunda takes no penalties when fighting with multiple weapons.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  Standard
  AsurA (uPAsundA)
  
  235
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round following 
  the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Standard 
  Actions
  Kukri Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d418-20 (1) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+6/19-20 (10) 
  slashing damage.
  Spear Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit  1d8/
  x3 (8) piercing damage.
  Spear Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d3+6 
  (8) bludgeoning damage.
  Kukri Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6/18-20 (8) 
  bludgeoning damage.
  Longsword Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6/19-20 (10) 
  slashing damage.
  Spear Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d8+9/x3 (14) piercing 
  damage.
  Spear Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+6/x3 
  (10) piercing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Kukri Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+8/18-20 (10) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+8/19-20 (12) 
  slashing damage.
  Spear Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+12/x3 (16) 
  piercing damage.
  Spear Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+8/x3 
  (12) piercing damage.
  Slam Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+12 (16) 
  bludgeoning damage.
  Kukri Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d8/18-20 (8) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+11/19-20 (16) 
  slashing damage.
  Spear Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+11/x3 (16) piercing 
  damage.
  Spear Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8+11/x3 
  (16) piercing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d8+16 (20) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  236
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  31
  71
  126
  163
  Speed
  10 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Tiny celestial, chaotic 
  good
  Tiny celestial, chaotic 
  good
  Tiny celestial, chaotic 
  good
  Small celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 12 (+1)
  STR 
  3 (-4)
  DEX 10 (+0)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 12 (+1)
  STR 
  7 (-2)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 16 (+3)
  STR 
  12 (+1)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except evil or lawful
  Immunities
  Fear, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Dwarven, Elvish, Halfling
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Possession An Ataxian does not require a receptacle to use its Magic Jar spell-like ability. When using this 
  ability on the Material Plan, its body becomes ehtereal for the duration. When the Ataxian leaves its host, the 
  host must succeed at a DC Wisdom save or fall asleep for 1d3 minutes.
  Special 
  Abilities & 
  Qualities
  Ray An Ataxian can fire a ray of cold up to 30 feet with no range increment.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, or Brawl (3-5x)
    Treasure
  Standard
  AtAxiAn
  
  237
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Staggered Any creature struck by an Ataxian’s ray attack must succeed at a Constitution save or be staggered 
  for 1d4 rounds.
  Special 
  Abilities & 
  Qualities
  Staggering Drunk For each alcoholic drink an Ataxian has consumed in the past hour, it gains a +1 dodge 
  bonus to AC and takes a -1 penalty on all attack rolls, saving throws, skill checks, and ability checks, to a 
  maximum of +4 and -4 respectively. These effects wear off after 1 hour.
  Standard 
  Actions
  Ray Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d6 (6) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) bludgeoning damage.
  Ray Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) bludgeoning damage.
  Ray Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: -4 to hit, reach 
  0 ft., one target.  Hit 
  1d3+0 (2) bludgeoning 
  damage.
  Ray Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 2d6/19-00 
  (7) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  bear’s endurance (3/day); confusion (lesser) (3/day); create food and water (ale or wine) (3/day); hideous 
  laughter (3/day); knock (3/day); magic jar (willing target only) (1/day); pick your poison (3/day); ray of 
  sickening (1/day); lesser restoration (at will); sleep (3/day)
  Spellcasting
  -
  Possessions
  -
  
  238
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  53
  110
  158
  241
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large humanoid, chaotic 
  evil
  Huge humanoid, chaotic 
  evil
  Huge humanoid, chaotic 
  evil
  Huge humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  23 (+6)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  23 (+6)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  25 (+7)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  9 (-1)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Giant
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Poison Bite - injury; save Constitution; Onset immediate; Maximum Duration 6 rounds; Stage 1 Drained 1 (1 minute) and 1d6 Poison damage; Stage 2 
  2d6 poison damage and Drained 2 (1 minute); Stage 3 4d6 poison damage and Drained 3 (1 minute).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold or Temperate Hills
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Gang (2-4x), or Tribe (7-12x)
    Treasure
  Standard
  AthAch
  
  239
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Mace, Heavy Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit  3d6+13 
  (24) bludgeoning damage.
  Rock Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 2d6+13 (20) 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit  1d8+13 
  (18) bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit  1d10+13 (18) 
  piercing damage.
  Slam Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit  1d6+13 (16) 
  bludgeoning damage.
  Mace, Heavy Melee weapon 
  attack: +7 to hit, reach 15 ft., 
  one target.  Hit 3d6+11 (22) 
  bludgeoning damage.
  Rock Ranged weapon attack: 
  -1 to hit, one target.  Hit 
  2d6+16 (23) bludgeoning 
  damage.
  Shielden Melee weapon 
  attack: +7 to hit, reach 15 ft., 
  one target.  Hit 1d8+11 (16) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 2d6+11 (18) 
  piercing damage.
  Slam Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 1d8+11 (16) 
  bludgeoning damage.
  Mace, Heavy Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 3d6+11 
  (22) bludgeoning damage.
  Rock Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 2d6+16 (23) 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 1d8+11 
  (16) bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 2d6+11 (18) 
  piercing damage.
  Slam Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 1d8+11 (16) 
  bludgeoning damage.
  Mace, Heavy Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 3d6+13 
  (24) bludgeoning damage.
  Rock Ranged weapon attack: 
  +3 to hit, one target.  Hit 
  2d6+19 (26) bludgeoning 
  damage.
  Shielden Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 1d8+13 
  (18) bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 3d6+13 (24) 
  piercing damage.
  Slam Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 2d6+13 (20) 
  bludgeoning damage.
  Spellcasting
  -
  Possessions
  leather armor; heavy mace; shield
  Illustration 5: Athach
  
  240
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  12
  35
  73
  146
  Speed
  20 ft. Fly 50 ft. (Good)
  Size, Type, 
  Alignment
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  STR 
  5 (-3)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 16 (+3)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Rapier Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d2-
  2/18-20 (2) piercing 
  damage.
  Rapier Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2-
  1/18-20 (1) piercing 
  damage.
  Rapier Melee weapon 
  attack: -1 to hit, reach 
  0 ft., one target.  Hit 
  1d218-20 (1) piercing 
  damage.
  Rapier Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit 
  1d3+6/18-20 (8) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, Gang (3-6x), or Band (7-14x)
    Treasure
  Standard
  Atomie
  
  241
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  242
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  48
  85
  148
  199
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small undead, neutral evil
  Small undead, neutral evil
  Small undead, neutral evil Medium undead, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  12 (+1)
  DEX 19 (+4)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Aura of Sobs 10’ All of the voices that an attic whisperer steals linger around it in an invisible but audible aura of unnerving childlike whimpers, songs, and 
  sobs. Any living creature that enters this area loses the benefit of all bardic performances affecting it, and is at disadvantage on all attack rolls, damage rolls, 
  and Wisdom saving throws. The attic whisperer can suppress or reactivate its aura as a free action. This is a sonic, mind-affecting effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 120
  Steal Breath A creature bit by an attic whisperer must make a Wisdom save or become fatigued for 1 hour. A fatigued 
  creature that is bitten is instead exhausted for 1 hour, and an exhausted creature falls asleep for 1 hour if bitten. The 
  sleeper can only be roused by killing the attic whisperer or by using dispel magic, remove curse, or similar effects.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban or Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Chorus (3-8x)
    Treasure
  Incidental
  Attic whisPerer
  
  243
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Steal Voice Any creature hit by an attic whisperer’s touch must make a Wisdom save or lose its ability to speak for 1 hour. During that time, the creature 
  cannot talk, cast spells with verbal components, use auditory bardic performances, or use any other ability that requires speech. Once an attic whisperer 
  has stolen a creature’s voice, it can perfectly mimic that voice at any time, even after its victim’s voice has returned, and while using that voice can speak 
  any languages the victim knew. Those familiar with an individual’s voice can make a Sense Motive check opposed by the attic whisperer’s Bluff check to 
  realize a mimicked voice is inauthentic.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d4-1 
  (1) piercing damage.
  Touch Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Touch Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) piercing 
  damage.
  Touch Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d1-1 
  (1) bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Touch Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d1-2 
  (2) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  244
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  48
  102
  176
  255
  Speed
  30 ft. Burrow 10 ft.
  Size, Type, 
  Alignment
  Tiny monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except piercing or slashing
  Immunities
  poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit  
  1d4+4 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit  
  1d3+4 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains, Hills, or Forests
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Pair
    Treasure
  Standard
  AurumvorAx
  
  245
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  246
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  19
  50
  99
  164
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9/19-20 (16) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13/19-20 (24) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Flock (3-6x)
    Treasure
  Incidental
  Axe beAk
  
  247
  A
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  248
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  45
  75
  135
  215
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d819-20 (1) piercing 
  damage.
  Talons Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d619-20 (1) piercing 
  damage.
  Talons Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7/19-20 (14) 
  piercing damage.
  Talons Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+9/19-20 (20) 
  piercing damage.
  Talons Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Flock (3-6x)
    Treasure
  Incidental
  Axe beAk (terror bird)
  
  249
  A
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  250
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  29
  73
  126
  213
  Speed
  30 ft. Fly 30 ft. (Good)
  Size, Type, 
  Alignment
  Small monstrosity, lawful 
  neutral
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  18 (+4)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  20 (+5)
  WIS 
  19 (+4)
  CHA 19 (+4)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  20 (+5)
  WIS 
  19 (+4)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except chaotic
  Immunities
  diseased, Electricity, psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Common, Draconic, Infernal
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Crystalline Dust Form An axiomite can shift between its solid body and one made of golden, crystalline dust as a free action once per round. In dust form, 
  the axiomite looks like a shifting mass of glowing mathematical symbols and equations. In this form it can fly and gains the incorporeal quality; it can use 
  spell-like abilities but cannot make physical attacks. In its solid form, an axiomite cannot fly. Both shapes are the axiomite’s true form, and it does not revert 
  to a different form if killed. A true seeing spell reveals both forms simultaneously.
  Special 
  Abilities & 
  Qualities
  Summon Inevitable Once per day, four axiomites may join hands to summon a single zelekhut inevitable as a full-round action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Lawful Plane)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Team (3-12x)
    Treasure
  Standard
  Axiomite
  
  251
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit  1d8/19-20 (5) 
  slashing damage.
  Longsword Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6/19-20 (10) 
  slashing damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+9/19-20 (14) 
  slashing damage.
  Longsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+11/19-20 (16) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  haste (1/day); hold 
  monster (1/day); 
  lightning bolt (1/day); 
  telekinesis (1/day); true 
  seeing (1/day); true strike 
  (/day)
  haste (2/day); hold 
  monster (2/day); lightning 
  bolt (2/day); telekinesis 
  (2/day); true seeing (1/
  day); true strike (/day)
  haste (3/day); hold 
  monster (3/day); 
  lightning bolt (3/day); 
  telekinesis (3/day); true 
  seeing (1/day); true 
  strike (/day)
  haste (5/day); hold 
  monster (5/day); 
  lightning bolt (5/day); 
  telekinesis (5/day); true 
  seeing (3/day); true strike 
  (/day)
  Spellcasting
  -
  Possessions
  +1 longsword
  +1 longsword
  +1 longsword
  +1 longsword
  
  252
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  58
  104
  181
  223
  Speed
  40 ft. Fly 100 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium celestial, chaotic 
  good
  Medium celestial, chaotic 
  good
  Medium celestial, 
  chaotic good
  Medium celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  15 (+2)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  15 (+2)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except cold iron or evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  7
  11
  15
  18
  Special 
  Abilities & 
  Qualities
  Truespeech All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 2d6
  Saving Throw  
  Dexterity DC 17
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Saving Throw  
  Dexterity DC 20
  Damage 6d6
  Whirlwind Blast When in wind form, a bralani can attack with a scouring blast of wind, dealing force damage in a 20-foot 
  line (Dexterity save halves).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  Double
  AzAtA (brAlAni)
  
  253
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Wind Form A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use 
  its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spelllike abilities in either form. 
  A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular 
  form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
  Standard 
  Actions
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  Hit 
  1d8+6/x3 (10) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6/18-20 (10) 
  bludgeoning damage.
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  Hit 
  1d8+6/x3 (10) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6/18-20 (10) 
  bludgeoning damage.
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  Hit 
  1d8+6/x3 (10) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8/18-20 (12) 
  bludgeoning damage.
  Composite Longbow 
  Ranged weapon attack: 
  +5 to hit, one target.  Hit 
  1d8+6/x3 (10) piercing 
  damage.
  Scimitar Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8/18-20 (12) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blur (2/day); charm 
  person (2/day); cure 
  wounds (1/day); gust of 
  wind (2/day); lightning 
  bolt (1/day); mirror 
  image (2/day); wind wall 
  (2/day)
  blur (3/day); charm 
  person (3/day); cure 
  wounds (2/day); gust of 
  wind (3/day); lightning 
  bolt (2/day); mirror image 
  (3/day); wind wall (3/day)
  blur (at will); charm 
  person (at will); cure 
  wounds (2/day); gust of 
  wind (at will); lightning 
  bolt (2/day); mirror 
  image (at will); wind wall 
  (at will)
  blur (at will); charm 
  person (at will); cure 
  wounds (5/day); gust of 
  wind (at will); lightning 
  bolt (5/day); mirror 
  image (at will); wind wall 
  (at will)
  Spellcasting
  -
  Possessions
  -
  
  254
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  81
  147
  255
  395
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small celestial, chaotic 
  good
  Small celestial, chaotic 
  good
  Medium celestial, 
  chaotic good
  Large celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 19 (+4)
  CON 23 (+6)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except cold iron and evil
  Immunities
  Electricity, Fire, Petrification
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +19, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +21, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  8
  14
  19
  23
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Fire Damage 1d6
  Saving Throw  
  Dexterity DC 18
  Fire Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Fire Damage 4d6
  Saving Throw  
  Dexterity DC 23
  Fire Damage 6d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Dexterity 
  save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire 
  damage as though hit by the burning creature and must make a Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Artillery / Elite
    Organization
  Solitary or Team (2-5x)
    Treasure
  Double
  AzAtA (brijidine)
  
  255
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Strength DC 16
  Saving Throw  
  Strength DC 18
  Saving Throw  
  Strength DC 20
  Saving Throw  
  Strength DC 23
  Entrap The creature has an ability that restricts another creature’s movement (lava). The target of an entrap must make 
  a Strength save or become entangled for the duration. If a target is already entangled by this ability, a second entrap 
  attack means the target must make a Strength save or become helpless for the listed duration. A target made helpless by 
  this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material 
  is removed. The target can use spells with only verbal components or spell-like abilities if it can make a concentration 
  check. An entangled creature can make a Strength check as a full-round action to break free; the save for a helpless 
  creature is made at disadvantage. Destroying the entrapping material frees the creature.
  Special 
  Abilities & 
  Qualities
  Damage 1d4 / 2d6 (grapple)
  Damage 2d4 / 3d6 (grapple)
  Damage 3d4 / 4d6 (grapple)
  Damage 4d4 / 6d6 (grapple)
  Flaming Body A brijidine’s body is molten rock covered in dancing flames. Anyone striking a brijidine with a natural weapon or unarmed strike takes points 
  of fire damage. A creature that grapples a brijidine or is grappled by one takes fire damage each round the grapple persists.
  Special 
  Abilities & 
  Qualities
  Obsidian Blade At will as a free action, a brijidine can create a blade of jagged volcanic glass that functions as a +1 
  flaming longsword. One round after it leaves the brijidine’s grasp, the weapon decays into useless powder.
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit  1d817-20 (1) 
  slashing damage.
  Lava Blast Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 16d4 
  (12) fire damage.
  Longsword Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d817-20 (1) slashing 
  damage.
  Lava Blast Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 16d4 (12) fire 
  damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+6/17-20 (10) 
  slashing damage.
  Lava Blast Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 16d6 
  (14) fire damage.
  Longsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+10/17-20 (14) 
  slashing damage.
  Lava Blast Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 16d8 
  (16) fire damage.
  Special 
  Actions
  Truespeech All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 
  14th). This ability is always active.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cure wounds (2/day); 
  earthquake (1/day); fire 
  storm (1/day); flame 
  strike (2/day); flaming 
  sphere (3/day); heal (1/
  day); heat metal (3/day); 
  holy aura (3/day); meld 
  into stone (self only) (3/
  day); move earth (1/day); 
  stone shape (3/day); 
  stoneskin (1/day); wall of 
  fire (1/day); wall of stone 
  (2/day)
  cure wounds (3/day); 
  earthquake (2/day); fire 
  storm (2/day); flame 
  strike (3/day); flaming 
  sphere (5/day); heal (2/
  day); heat metal (5/day); 
  holy aura (5/day); meld 
  into stone (self only) (5/
  day); move earth (2/day); 
  stone shape (5/day); 
  stoneskin (2/day); wall of 
  fire (2/day); wall of stone 
  (3/day)
  cure wounds (5/day); 
  earthquake (3/day); fire 
  storm (3/day); flame 
  strike (5/day); flaming 
  sphere (at will); heal (3/
  day); heat metal (at will); 
  holy aura (at will); meld 
  into stone (self only) (at 
  will); move earth (3/day); 
  stone shape (at will); 
  stoneskin (3/day); wall of 
  fire (3/day); wall of stone 
  (5/day)
  cure wounds (at will); 
  earthquake (5/day); fire 
  storm (5/day); flame 
  strike (at will); flaming 
  sphere (at will); heal (5/
  day); heat metal (at will); 
  holy aura (at will); meld 
  into stone (self only) (at 
  will); move earth (5/day); 
  stone shape (at will); 
  stoneskin (5/day); wall of 
  fire (5/day); wall of stone 
  (at will)
  Spellcasting
  -
  Possessions
  +1 flaming longsword
  +1 flaming longsword
  +1 flaming longsword
  +1 flaming longsword
  
  256
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  79
  145
  181
  242
  Speed
  50 ft. Fly 150 ft. (Perfect)
  Size, Type, 
  Alignment
  Small celestial, chaotic 
  good
  Medium celestial, chaotic 
  good
  Medium celestial, 
  chaotic good
  Medium celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron and evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  9
  13
  16
  18
  Special 
  Abilities & 
  Qualities
  Truespeech All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Light Form A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, 
  it can fly and gains the incorporeal quality-it can make light ray attacks or use spell-like abilities in this form, but can’t make physical attacks or cast spells. 
  This ability otherwise functions similarly to a bralani’s wind form ability.
  Light Ray A ghaele’s light rays have a range of 300 feet. This attack bypasses all resistances.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary, Pair, or Squad (3-6x)
    Treasure
  Triple
  AzAtA (ghAele)
  
  257
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Gaze In humanoid form, a ghaele’s gaze attack slays evil creatures of 5 HD or less (range 60 feet, Wisdom save negates, 
  shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed 
  on a Wisdom save or be shaken for 2d10 rounds. A creature that saves against a ghaele’s gaze is immune to that 
  particular ghaele’s gaze for 24 hours. This is a mindaffecting fear effect.
  Standard 
  Actions
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d8/19-20 (8) 
  slashing damage.
  Light Ray Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 2d10 (11) 
  radiant damage.
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+12/19-20 (19) 
  slashing damage.
  Light Ray Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 2d12 (13) 
  radiant damage.
  Greatsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+14/19-20 (21) 
  slashing damage.
  Light Ray Ranged 
  weapon attack: -1 to hit, 
  one target.  Hit 2d12 
  (13) radiant damage.
  Greatsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+17/19-20 (24) 
  slashing damage.
  Light Ray Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 2d12 (13) 
  radiant damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  aid (3/day); chain lightning 
  (1/day); charm monster (3/
  day); continual flame (3/day); 
  cure wounds (3/day); dancing 
  lights (3/day); detect evil and 
  good (3/day); detect thoughts 
  (3/day); disguise self (3/day); 
  dispel magic (3/day); globe of 
  invulnerability (1/day); hold 
  monster (3/day); holy aura (3/
  day); (self only) (3/day); major 
  image (3/day); prismatic spray 
  (1/day); see invisibility (3/day); 
  wall of force (1/day)
  aid (5/day); chain lightning (1/
  day); charm monster (5/day); 
  continual flame (5/day); cure 
  wounds (5/day); dancing lights 
  (5/day); detect evil and good 
  (5/day); detect thoughts (5/
  day); disguise self (5/day); 
  dispel magic (5/day); globe of 
  invulnerability (2/day); hold 
  monster (5/day); holy aura (5/
  day); (self only) (5/day); major 
  image (5/day); prismatic spray 
  (1/day); see invisibility (5/day); 
  wall of force (2/day)
  aid (at will); chain lightning (1/
  day); charm monster (at will); 
  continual flame (at will); cure 
  wounds (at will); dancing lights 
  (at will); detect evil and good 
  (at will); detect thoughts (at 
  will); disguise self (at will); 
  dispel magic (at will); globe 
  of invulnerability (3/day); hold 
  monster (at will); holy aura (at 
  will); (self only) (at will); major 
  image (at will); prismatic spray 
  (1/day); see invisibility (at will); 
  wall of force (3/day)
  aid (at will); chain lightning (3/
  day); charm monster (at will); 
  continual flame (at will); cure 
  wounds (at will); dancing lights 
  (at will); detect evil and good 
  (at will); detect thoughts (at 
  will); disguise self (at will); 
  dispel magic (at will); globe 
  of invulnerability (5/day); hold 
  monster (at will); holy aura (at 
  will); (self only) (at will); major 
  image (at will); prismatic spray 
  (3/day); see invisibility (at will); 
  wall of force (5/day)
  Spellcasting
  Cleric (CL 8th): 
  banishment; heal; raise 
  dead; true seeing; death 
  ward; (2); lesser restoration; 
  cure wounds(3); aid; lesser 
  restoration(2); bless; 
  command; divine favor; shield 
  of faith; detect magic; purify 
  food and drink
  Cleric (CL 10th): 
  banishment; heal; flame strike; 
  raise dead; true seeing; death 
  ward; (2); lesser restoration; 
  cure wounds(3); lightning bolt 
  (2); aid; lesser restoration(2); 
  bless; command; divine favor; 
  shield of faith; detect magic; 
  purify food and drink
  Cleric (CL 14th): 
  banishment; heal; flame strike; 
  raise dead; true seeing; death 
  ward; (2); lesser restoration; 
  cure wounds(3); lightning bolt 
  (2); aid; lesser restoration(2); 
  bless; command; divine favor; 
  shield of faith; detect magic; 
  purify food and drink
  Cleric (CL 18th): 
  banishment; heal; flame strike; 
  raise dead; true seeing; death 
  ward; (2); lesser restoration; 
  cure wounds(3); lightning bolt 
  (2); aid; lesser restoration(2); 
  bless; command; divine favor; 
  shield of faith; detect magic; 
  purify food and drink
  Possessions
  -
  
  258
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  71
  124
  217
  262
  Speed
  30 ft. Fly 70 ft. (Average)
  Size, Type, 
  Alignment
  Large celestial, chaotic 
  good
  Large celestial, chaotic 
  good
  Large celestial, chaotic 
  good
  Large celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  Electricity, Petrification, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  7
  11
  15
  18
  Special 
  Abilities & 
  Qualities
  Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use 
  this ability for 20 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic 
  performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the 
  bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be disrupted, but it ends immediately if you are 
  killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than 
  one bardic performance in effect at one time.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 21
  Distraction You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, 
  dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack 
  may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature 
  within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving 
  throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects 
  that don’t allow saves. Distraction relies on visual components.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Choir (3-6x)
    Treasure
  Standard
  AzAtA (lillend)
  
  259
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 21
  Fascinate You can use your performance to cause up to 3 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, 
  able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat 
  or other dangers prevents this ability from working. Each creature within range receives a Wisdom save to negate the effect. If a creature’s saving throw 
  succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance 
  for as long as you continue to maintain it. While fascinated, a target suffers disadvantage on all skill checks made as reactions, such as Perception checks. 
  Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate 
  relies on audible and visual components in order to function.
  Truespeech
  Truespeech All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Standard 
  Actions
  Longsword Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6/19-20 (13) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning damage.
  Longsword Melee weapon 
  attack: +4 to hit, reach 10 ft., 
  one target.  Hit 2d6+6/19-
  20 (13) slashing damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 10 ft., 
  one target.  Hit 1d8+3 (8) 
  bludgeoning damage.
  Longsword Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8/19-20 (15) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Longsword Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8/19-20 (15) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Special 
  Actions
  Inspire Competence You can use your performance to help an ally succeed at a task. That ally must be within 30 feet 
  and be able to hear you. The ally benefits from advantage on skill checks with a particular skill as long as she continues 
  to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s 
  discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components.
  Special 
  Actions
  Inspire Courage You can use your performance to inspire courage in your allies (including yourself), bolstering them 
  against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An 
  affected ally makes saving throws against charm and fear effects at advantage, and makes attack and weapon damage 
  rolls with advantage. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. 
  The bard must choose which component to use when starting his performance.
  Special 
  Actions
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 21
  Suggestion You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. 
  Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the 
  free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during 
  an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Wisdom 
  saving throw negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), 
  mind affecting, language-dependent ability and relies on audible components.
  Innate 
  Spellcasting
  charm person (1/
  day); darkness (1/day); 
  hallucinatory terrain (1/
  day); knock (1/day); 
  light (1/day); speak with 
  animals (1/day); speak 
  with plants (1/day)
  charm person (1/
  day); darkness (2/day); 
  hallucinatory terrain (2/
  day); knock (2/day); 
  light (2/day); speak with 
  animals (2/day); speak 
  with plants (2/day)
  charm person (1/
  day); darkness (3/day); 
  hallucinatory terrain (3/
  day); knock (3/day); 
  light (3/day); speak with 
  animals (3/day); speak 
  with plants (3/day)
  charm person (3/
  day); darkness (5/day); 
  hallucinatory terrain (5/
  day); knock (5/day); 
  light (5/day); speak with 
  animals (5/day); speak 
  with plants (5/day)
  Spellcasting
  Bard Spells (CL 8th): 
  charm monster; hold 
  person; invisibility; 
  suggestion; adoration; 
  charm person; cure 
  wounds; identify; sleep; 
  dancing lights; detect 
  magic; lullaby; mage 
  hand
  Bard Spells (CL 10th): 
  charm monster; hold 
  person; invisibility; 
  suggestion; adoration; 
  charm person; cure 
  wounds; identify; sleep; 
  dancing lights; detect 
  magic; lullaby; mage hand
  Bard Spells (CL 14th): 
  charm monster; hold 
  person; invisibility; 
  suggestion; adoration; 
  charm person; cure 
  wounds; identify; sleep; 
  dancing lights; detect 
  magic; lullaby; mage 
  hand
  Bard Spells (CL 18th): 
  charm monster; hold 
  person; invisibility; 
  suggestion; adoration; 
  charm person; cure 
  wounds; identify; sleep; 
  dancing lights; detect 
  magic; lullaby; mage 
  hand
  Possessions
  -
  
  260
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  88
  176
  336
  528
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium celestial, chaotic 
  good
  Medium celestial, chaotic 
  good
  Large celestial, chaotic 
  good
  Huge celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  19 (+4)
  DEX 22 (+6)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  21 (+5)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  16 (+3)
  WIS 
  20 (+5)
  CHA 22 (+6)
  STR 
  25 (+7)
  DEX 21 (+5)
  CON 24 (+7)
  INT 
  18 (+4)
  WIS 
  22 (+6)
  CHA 24 (+7)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except cold iron and evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +20, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +22, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +24, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  8
  16
  24
  28
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Autumnal Embrace At will, a veranallia can strike any creature within 30 feet barren or sterile. The target must succeed at a Constitution save or lose any 
  ability it had to reproduce or bear children. This effect can only be removed by a heal, miracle, or wish spell. Creatures that magically reproduce are not 
  affected by this ability.
  Special 
  Abilities & 
  Qualities
  Rebirth Once per day, a veranallia can reincarnate a creature she deems worthy of the honor. The creature’s original body decays and sinks into the ground, 
  affecting the surrounding area in a 1/2-mile radius as though with plant growth (enrichment). Over the course of 1d4 days, a white, flowery cocoon 
  emerges from the affected ground and splits open, revealing the newly reincarnated creature inside. Creatures reincarnated by a veranallia always return to 
  life as aasimars. This ability otherwise functions as the reincarnate spell.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Band (2-5x), or Company (6-24x)
    Treasure
  None
  AzAtA (verAnAlliA)
  
  261
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Speak with Plants A veranallia has the constant spell-like ability speak with plants, as the spell.
  Transport via Plants A veranallia has the constant spell-like ability tree stride, as the spell.
  Truespeech All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Special 
  Abilities & 
  Qualities
  Winter Sickle At will as a free action, a veranallia can create a jagged blade from her hoarfrost-covered vines that acts as a 
  +3 frost sickle. One round after it leaves the veranallia’s grasp, the weapon melts into a small puddle of water.
  Standard 
  Actions
  Icy Burst Sickle Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+10/19-20 (14) 
  bludgeoning damage.
  Vine Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+10 (14) 
  bludgeoning damage.
  Icy Burst Sickle Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+10/19-20 (14) 
  bludgeoning damage.
  Vine Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+10 (14) 
  bludgeoning damage.
  Icy Burst Sickle Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit 1d6+12/19-20 (16) 
  bludgeoning damage.
  Vine Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) bludgeoning 
  damage.
  Icy Burst Sickle Melee 
  weapon attack: +8 to hit, 
  reach 15 ft., one target.  
  Hit 2d6+18/19-20 (25) 
  bludgeoning damage.
  Vine Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  
  Hit 3d6+13 (24) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  animate plants (1/day); 
  awaken (1/day); blight 
  (3/day); control plants 
  (2/day); cure wounds (3/
  day); entangle (3/day); 
  druid grove (1/day); 
  plant growth (3/day); 
  regenerate (1/day); (1/
  day); wall of thorns (1/
  day)
  animate plants (2/day); 
  awaken (2/day); blight (5/
  day); control plants (3/
  day); cure wounds (5/
  day); entangle (5/day); 
  druid grove (2/day); 
  plant growth (5/day); 
  regenerate (1/day); (2/
  day); wall of thorns (2/
  day)
  animate plants (3/day); 
  awaken (3/day); blight 
  (at will); control plants 
  (5/day); cure wounds (at 
  will); entangle (at will); 
  druid grove (3/day); 
  plant growth (at will); 
  regenerate (1/day); (3/
  day); wall of thorns (3/
  day)
  animate plants (5/day); 
  awaken (5/day); blight 
  (at will); control plants 
  (at will); cure wounds (at 
  will); entangle (at will); 
  druid grove (5/day); 
  plant growth (at will); 
  regenerate (1/day); (5/
  day); wall of thorns (5/
  day)
  Divine 
  Spellcasting
  Cleric (CL 8th): 
  mass heal; storm of 
  vengeance; earthquake; cure 
  wounds; lesser restoration; 
  antilife shell; banishment; 
  heal; wind walk; command; 
  dispel evil and good(2); 
  insect plague; freedom 
  of movement; daylight; 
  dispel magic; protection 
  from energy; lightning bolt; 
  water walk; calm emotions; 
  enthrall; gentle repose; 
  lesser restoration; divine 
  favor; endure elements; 
  protection from evil and 
  good; create food and 
  water; detect poison and 
  disease; light; purify food 
  and drink
  Cleric (CL 12th): 
  mass heal; storm of 
  vengeance; earthquake; cure 
  wounds; lesser restoration; 
  antilife shell; banishment; 
  heal; wind walk; command; 
  dispel evil and good(2); 
  insect plague; freedom 
  of movement; daylight; 
  dispel magic; protection 
  from energy; lightning bolt; 
  water walk; calm emotions; 
  enthrall; gentle repose; 
  lesser restoration; divine 
  favor; endure elements; 
  protection from evil and 
  good; create food and water; 
  detect poison and disease; 
  light; purify food and drink
  Cleric (CL 16th): mass 
  heal; storm of vengeance; 
  earthquake; cure wounds; 
  lesser restoration; antilife 
  shell; banishment; heal; 
  wind walk; command; 
  dispel evil and good(2); 
  insect plague; freedom 
  of movement; daylight; 
  dispel magic; protection 
  from energy; lightning bolt; 
  water walk; calm emotions; 
  enthrall; gentle repose; 
  lesser restoration; divine 
  favor; endure elements; 
  protection from evil and 
  good; create food and 
  water; detect poison and 
  disease; light; purify food 
  and drink
  Cleric (CL 20th): 
  mass heal; storm of 
  vengeance; earthquake; cure 
  wounds; lesser restoration; 
  antilife shell; banishment; 
  heal; wind walk; command; 
  dispel evil and good(2); 
  insect plague; freedom 
  of movement; daylight; 
  dispel magic; protection 
  from energy; lightning bolt; 
  water walk; calm emotions; 
  enthrall; gentle repose; 
  lesser restoration; divine 
  favor; endure elements; 
  protection from evil and 
  good; create food and 
  water; detect poison and 
  disease; light; purify food 
  and drink
  Possessions
  -
  
  262
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  23
  55
  99
  177
  Speed
  30 ft. Fly 80 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny celestial, chaotic 
  good
  Tiny celestial, chaotic 
  good
  Tiny celestial, chaotic 
  good
  Small celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  4 (-3)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  8 (-1)
  DEX 19 (+4)
  CON 14 (+2)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 19 (+4)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except evil
  Immunities
  Electricity, Petrification
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Draconic, Infernal, Truespeech
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Freedom of Movement You can use Freedom of Movement, as per the spell, as a constant ability. 
  Truespeech All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
  Traveler’s Friend The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a 
  lyrakien’s performance - doing so removes the effects of exhaustion and fatigue from the listener.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d6
  Saving Throw  
  Dexterity DC 16
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 4d6
  Starlight Blast As a standard action with Recharge 2, a lyrakien can tap into the divine power of Elysium, unleashing 
  a blast of holy starlight in a 5-foot burst. All creatures in this area take radiant damage listed above  A Dexterity save 
  negates this damage. Chaotic good creatures are unaffected by this ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Band (2-5x), or Company (6-24x)
    Treasure
  None
  AzAtA (lyrAkien)
  
  263
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d2-3 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3-2 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  commune (1/week); confusion (1/day); cure wounds (1/day); dancing lights (at will); detect evil and good 
  (at will); detect magic (at will); freedom of movement (at will); silent image (1/day)
  Spellcasting
  -
  Possessions
  -
  
  264
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  11
  49
  95
  185
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  11 (+0)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Heated Body A creature that touches the azer or hits it with a melee attack while within 5’ of it takes additional fire damage.
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Heated Weapons When the azer hits with a metal melee weapon, it deals extra fire damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Team (3-6x), Squad (11-20x plus others), or Clan (30-100x plus others)
    Treasure
  Standard
  Azer
  
  265
  A
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Light Hammer Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d4+1 (4) 
  bludgeoning damage.
  Light Hammer Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Warhammer Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Light Hammer Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  Hit 
  1d4+1 (4) bludgeoning 
  damage.
  Light Hammer Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d4+1 (4) 
  bludgeoning damage.
  Warhammer Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  Hit 
  1d8x3 (1) bludgeoning 
  damage.
  Light Hammer Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit 1d4+4 (6) 
  bludgeoning damage.
  Light Hammer Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Warhammer Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Light Hammer Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit  +X (0) bludgeoning 
  damage.
  Light Hammer Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d4+6 
  (8) bludgeoning damage.
  Warhammer Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+6/x3 (10) 
  bludgeoning damage.
  Illustration 6: Azer
  
  266
  A
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  61
  98
  181
  339
  Speed
  50 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Large aberration, chaotic 
  good
  Large aberration, chaotic 
  good
  Huge aberration, chaotic 
  good
  Gargantuan aberration, 
  chaotic good
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  27 (+8)
  DEX 14 (+2)
  CON 23 (+6)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except magic and slashing
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +15, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +19, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Languages
  Aklo, Common, Undercommon
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Damage 4d6
  Damage 6d6
  Damage 8d6
  Damage 10d6
  Acid Spit An azruverda can spit a stream of acid at a target within 60 feet as a ranged touch attack that deals acid damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Underground
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Brood (3-7x)
    Treasure
  Standard
  AzruverdA
  
  267
  A
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Vermin Master An azruverda can mentally control to up to twice its own Hit Dice of vermin at any one time through a 
  combination of supernatural pheromones and magical manipulation. To control a vermin, the azruverda must be able 
  to see it, and it must be within 120 feet. Attempting to control a vermin is a standard action-the vermin can resist this 
  attempt with a Wisdom save. If the vermin fails this save, the azruverda can issue a simple mental command like “fight,” 
  “come here,” “go there,” or “stand still” as a swift action. Though composed of thousands of individuals, vermin with 
  the swarm subtype are vulnerable to this ability as well. An azruverda can release a creature from this control as a free 
  action. Vermin affected by this ability act normally unless an azruverda is actively controlling it, but never attack their 
  master azruverda. 
  Standard 
  Actions
  Acid Spit Ranged weapon 
  attack: +3 to hit, one 
  target.  
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+9 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d8+9 (14) slashing 
  damage.
  Acid Spit Ranged weapon 
  attack: +3 to hit, one 
  target.  
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+10 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d8+10 (14) slashing 
  damage.
  Acid Spit Ranged 
  weapon attack: +0 to hit, 
  one target.  
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+16 (23) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d10+11 (16) slashing 
  damage.
  Acid Spit Ranged weapon 
  attack: +2 to hit, one 
  target.  
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d6+22 (32) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d8+15 (24) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  268
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  9
  46
  100
  150
  Speed
  30 ft. Burrow 10 ft.
  Size, Type, 
  Alignment
  Small beast, unaligned
  Small beast, unaligned
  Small beast, unaligned
  Medium beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  9 (-1)
  DEX 11 (+0)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  14 (+2)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Blood Rage When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains advantage on Constitution and 
  Strength checks, but attacks made against it gain advantage.. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage 
  voluntarily.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Clan (3-6x)
    Treasure
  Incidental
  bAdger
  
  269
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d2 
  (2) slashing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d3+3 (5) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  270
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  21
  43
  105
  185
  Speed
  30 ft. Burrow 10 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  4 (-3)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Blood Rage When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains advantage on Constitution and 
  Strength checks, but attacks made against it gain advantage.. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage 
  voluntarily.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Clan (3-5x)
    Treasure
  Incidental
  bAdger (dire)
  
  271
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+2 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  272
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  89
  168
  260
  363
  Speed
  15 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Gargantuan undead, 
  lawful evil
  Gargantuan undead, 
  lawful evil
  Gargantuan undead, 
  lawful evil
  Gargantuan undead, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 18 (+4)
  STR 
  28 (+9)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 18 (+4)
  STR 
  30 
  (+10)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except bludgeoning
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 24
  Leviathan’s Call The tone of a bakekujira’s eerie song varies from that of a wistful memory to a burning hatred. As a standard action, a bakekujira can sing. 
  Living creatures within a 120-foot radius of a singing bakekujira must succeed at a Wisdom save or become fascinated or frightened (bakekujira’s choice) 
  for 1 round. Any creature that succeeds at this save cannot be affected by the same bakekujira’s leviathan’s call ability for 24 hours. This is a sonic mind-
  affecting effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ocean
    Rarity
  Rare
    Role
  Brute / Solo
    Organization
  Solitary
    Treasure
  None
  bAkejukirA
  
  273
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Damage 4d8
  Saving Throw  
  Constitution DC 19
  Damage 8d8
  Saving Throw  
  Constitution DC 22
  Damage 10d8
  Saving Throw  
  Constitution DC 24
  Damage 12d10
  Resonant Song As a standard action with Recharge 2, the bakekujira can release a damaging resonance, dealing sonic 
  damage to creatures in a 60-foot cone (Constitution save halves). 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Damage 2d8+6
  Saving Throw  
  Dexterity DC 19
  Damage 4d8+12
  Saving Throw  
  Dexterity DC 22
  Damage 6d8+16
  Saving Throw  
  Dexterity DC 24
  Damage 8d8+20
  Smashing Breach As a full-round action, a swimming bakekujira can make a special charge attack against a creature on the water’s surface. At the end of its 
  charge, the whale breaches, slamming down with incredible force. Any Huge or smaller creatures in the bakekujira’s space must succeed at a Dexterity save 
  or take bludgeoning damage and be forced into the nearest empty square adjacent to the bakekujira. Humanoid creatures killed by this ability rise as draugr 
  in 1d6 hours.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Damage 3d6
  Saving Throw  
  Wisdom DC 19
  Damage 4d6
  Saving Throw  
  Wisdom DC 22
  Damage 6d6
  Saving Throw  
  Wisdom DC 24
  Damage 8d6
  Undead Parasites A 30-foot-radius cloud of undead fish and sea birds surrounds a bakekujira. Creatures starting their turn 
  within the cloud must succeed at a Wisdom save or be nauseated for 1 round and take 6d6 points of damage. Creatures 
  with the ability to channel positive energy can suppress this aura for 1 round by expending one use of channel energy. 
  The bakekujira receives a Wisdom save against this effect. 
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  6d4+13/19-20 (28) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d4+5 (15) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  6d4+15/19-20 (30) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  4d4+5 (15) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  6d6+16/19-20 (37) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  6d8+18/19-20 (45) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  4d8+9 (27) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  274
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  31
  95
  156
  254
  Speed
  30 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 22 (+6)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  psychic, unconscious
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Aklo, Celestial, Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Dream Claws A baku’s claws are treated as cold iron and magic for purposes of overcoming resistance.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Standard
  bAku
  
  275
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 22
  Dream Eating A baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku 
  can feed upon the dreams of a creature that it manages to contact with its dream spell-like ability. A creature can resist 
  this effect with a Wisdom save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If 
  it only consumes nightmares, the target creature is immune to the effects of the phantasmal killer spell and other similar 
  attacks for that period of sleep. If the baku instead feeds on all of the creature’s dreams, that creature is fatigued upon 
  waking and does not gain any benefits it would have received from sleep, such as natural healing or the ability to regain 
  spells after resting. This is a mind-affecting sleep effect. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 22
  Mental Drain When a baku attacks with a claw, it can choose, as a swift action, to deal 1d4 points of Intelligence damage on that attack. A Will save negates 
  this ability damage. A long rest, or restoration or greater healing magic will restore the lost ability damage.
  Standard 
  Actions
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) slashing damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d4 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Gore Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) slashing 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  276
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  102
  221
  318
  480
  Speed
  60 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  22 (+6)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  25 (+7)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  29 (+9)
  DEX 21 (+5)
  CON 24 (+7)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +14, Blindsight 120 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +16, Blindsight 120 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +18, Blindsight 120 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +21, Blindsight 120 ft., 
  Darkvision 120 ft.
  Languages
  -
  Challenge
  8
  16
  23
  27
  Special 
  Abilities & 
  Qualities
  Brutal Tail The quills and barbs on a bandersnatch’s tail cause triple damage on a critical hit from its tail slap. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Saving Throw  
  Constitution DC 25
  Gaze Confused, range 30 feet, Constitution negates. A bandersnatch can direct its gaze attack against a single foe as a 
  swift action. This is a mind-affecting compulsion effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary
    Treasure
  Incidental
  bAndersnAtch
  
  277
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Removal Damage 1d4
  Saving Throw  
  Dexterity DC 20
  Removal Damage 1d6
  Saving Throw  
  Dexterity DC 22
  Removal Damage 2d8
  Saving Throw  
  Dexterity DC 25
  Removal Damage 2d12
  Pain Whenever a creature takes damage from a bandersnatch’s tail slap attack, quills, or quill defense, that creature must make a Dexterity save or a 
  quill lodges in its flesh, causing the creature to become sickened until the quill is removed. Removing one quill requires a DC 20 Heal check made as a 
  full-round action. For every 5 by which the check exceeds the DC, one additional quill can be removed. On a failed check, a quill is still removed, but the 
  process deals 1d10+6 points of damage to the victim. 
  Special 
  Abilities & 
  Qualities
  Quick Recovery A debilitated bandersnatch recovers with frightening speed. If a bandersnatch starts its turn affected by 
  any or all of the following conditions, these conditions end at the end of its turn: confused, dazed, dazzled, exhausted, 
  fatigued, nauseated, sickened, and stunned. Furthermore, a bandersnatch affected by ability damage or a mind-affecting 
  effect that allows a save receives a single additional save against the effect of its choice at the original DC at the end of 
  its turn in order to shake off the effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d8+8 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Quills Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d10 (10) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d8+8 (17) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d8+10 (19) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
  Quills Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d10 (10) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 2d8+10 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d8+13 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  2d6+13 (20) slashing 
  damage.
  Quills Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d10 (10) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit 2d8+13 (22) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d8+17 (35) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d6+17 (31) slashing 
  damage.
  Quills Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 3d8 (10) 
  piercing damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 4d8+17 (35) 
  bludgeoning damage.
  Special 
  Actions
  Damage 1d6
  Damage 1d8
  Damage 1d10
  Damage 2d8
  Quill Defense Any creature that strikes a bandersnatch with a non-reach melee weapon, unarmed strike, or natural 
  weapon takes piercing damage from the bandersnatch’s quills and suffers from the bandersnatch’s pain attack.
  Special 
  Actions
  Quills With a snap of its tail, a bandersnatch can loose a volley of four quills as a standard action (make an attack roll 
  for each spike). This attack has a range of 300 feet with no range increment. All targets must be within 30 feet of each 
  other. Launched quills regrow in a single round, during which the bandersnatch’s defensive abilities are unaffected.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  278
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  59
  98
  160
  248
  Speed
  Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Small undead, chaotic evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 22 (+6)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 23 (+6)
  CON 10 (+0)
  INT 
  3 (-4)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 24 (+7)
  CON 10 (+0)
  INT 
  7 (-2)
  WIS 
  19 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  Sunlight Powerlessness
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Common, Elvish
  Challenge
  8
  12
  19
  23
  Special 
  Abilities & 
  Qualities
  Hear Heartbeat A banshee can sense the beating hearts of living creatures within 60 feet, as if it had the blindsight ability.
  Negative Energy A banshee’s incorporeal touch attack deals necrotic damage.
  Sunlight Powerlessness If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Terror A creature damaged by the banshee’s touch attack must make a Wisdom save. Failure means that the victim 
  cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect, the banshee’s touch attempts 
  to dispel one such effect with greater dispel magic (CL 14th).  Necrotic damage caused by a banshee’s touch can only 
  harm the living; it cannot heal undead. This is a mind-affecting fear effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Elite
    Organization
  Solitary
    Treasure
  Standard
  bAnshee
  
  279
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Damage 40
  Saving Throw  
  Constitution DC 17
  Damage 60
  Saving Throw  
  Constituti9n DC 16
  Damage 80
  Saving Throw  
  Constitution DC 21
  Damage 100
  Wail With Recharge 1, a banshee may wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 30 feet of the 
  banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a Constitution save. (This save is only required 
  once per wail.) Creatures under the effects of a fear effect are at disadvantage on this save. Creatures that make their saving throw are sickened for 1d6 
  rounds. Those that fail take necrotic damage. If a wailing banshee is damaged during a wail, she must make a Wisdom save (DC 5 + damage taken) to 
  maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level 
  or lower that creates silence.
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit  14d4 (11) necrotic 
  damage.
  Incorporeal Touch Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit  14d4 (11) necrotic 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 14d6 (13) necrotic 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +1 to hit, 
  reach 10 ft., one target.  
  Hit 28d6 (20) necrotic 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  280
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  47
  71
  157
  273
  Speed
  30 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Medium fiend, chaotic 
  evil
  Medium fiend, chaotic 
  evil
  Large fiend, chaotic evil
  Huge fiend, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  24 (+7)
  DEX 18 (+4)
  CON 21 (+5)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good
  Immunities
  Electricity, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Common, Draconic
  Challenge
  6
  10
  16
  20
  Special 
  Abilities & 
  Qualities
  Damage 2d4
  Damage 2d6
  Damage 2d8
  Damage 2d10
  Devouring Grapple The mouth at the center of a baregara’s chest automatically deals damage per round to any creature the baregara successfully grapples.
  Special 
  Abilities & 
  Qualities
  Monstrous Challenge As a standard action, a baregara can make an Intimidation check to demoralize an opponent. If this 
  check is successful, the baregara surges with power and gains advantage on Strength and Constitution saves and related 
  skill checks, and on attack rolls, for 10 minutes. This ability is usable three times per day.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests (Abyss)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Troop (3-5x)
    Treasure
  Standard
  bAregArA
  
  281
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d8+9 (14) slashing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit  1d6+9 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit  1d8+9 
  (14) slashing damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit  1d6+9 
  (12) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d10+8 (14) slashing 
  damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d8+12 (26) slashing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  282
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  48
  83
  142
  226
  Speed
  30 ft.
  30 ft.
  30 ft.
  35 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 16 (+3)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Goblin, Infernal, Worg
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Change Shape A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities. This ability functions 
  as a polymorph spell, but the Barghest does not adjust its ability scores (although it gains any other abilities of the creature it mimics).
  Special 
  Abilities & 
  Qualities
  Feed Once per month, a barghest can devour a nonevil humanoid’s corpse as a full-round action to gain a growth point. It gains 
  a bonus equal to its growth point total on attack rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for 
  each growth point it gains. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing 
  all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Cult (1 plus others)
    Treasure
  Standard
  bArghest
  
  283
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blink (3/day); charm 
  monster (1/day); 
  dimension door (1/day); 
  levitate (3/day)
  blink (5/day); charm 
  monster (1/day); 
  dimension door (2/day); 
  levitate (5/day)
  blink (at will); charm 
  monster (1/day); 
  dimension door (3/day); 
  levitate (at will)
  blink (at will); charm 
  monster (3/day); 
  dimension door (5/day); 
  levitate (at will)
  Illustration 7: Barghest
  
  284
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  51
  91
  159
  253
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large fiend, lawful evil
  Large fiend, lawful evil
  Large fiend, lawful evil
  Huge fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 16 (+3)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 21 (+5)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Goblin, Infernal, Worg
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Change Shape A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities. This ability functions 
  as a polymorph spell, but the Barghest does not adjust its ability scores (although it gains any other abilities of the creature it mimics).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Cult (1 plus others)
    Treasure
  Standard
  bArghest (greAter)
  
  285
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blink (3/day); charm 
  monster (1/day); 
  dimension door (1/day); 
  enlarge/reduce (1/day); 
  levitate (3/day)
  blink (5/day); charm 
  monster (1/day); 
  dimension door (2/day); 
  enlarge/reduce (1/day); 
  levitate (5/day)
  blink (at will); charm 
  monster (1/day); 
  dimension door (3/day); 
  enlarge/reduce (1/day); 
  levitate (at will)
  blink (at will); charm 
  monster (3/day); 
  dimension door (5/day); 
  enlarge/reduce (3/day); 
  levitate (at will)
  Spellcasting
  -
  Possessions
  -
  
  286
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  70
  143
  258
  407
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Huge plant, unaligned
  Huge plant, unaligned
  Gargantuan plant, 
  unaligned
  Gargantuan plant, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  20 (+5)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  26 (+8)
  DEX 19 (+4)
  CON 23 (+6)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  22
  26
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 2d10
  Saving Throw  
  Dexterity DC 18
  Damage 3d10
  Saving Throw  
  Dexterity DC 21
  Damage 4d10
  Saving Throw  
  Dexterity DC 24
  Damage 6d10
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself.  Targets of a trample take 
  blludgeoning damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, they can 
  attempt to avoid the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage to each target once per 
  round, no matter how many times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary
    Treasure
  None
  bArometz
  
  287
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Gore Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  5d8+13 (36) piercing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  5d8+16/19-20 (38) 
  piercing damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  5d10+15/19-20 (42) 
  piercing damage.
  Gore Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  15d8+21/19-20 (88) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  288
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  25
  48
  92
  147
  Speed
  10 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+5 
  (8) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+12 (16) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+16 (20) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Marshes
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pack (2-5x), or School (6-11x)
    Treasure
  None
  bArrAcudA (swAmP)
  
  289
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  290
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  18
  42
  94
  135
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium plant, unaligned
  Medium plant, unaligned
  Medium plant, unaligned
  Medium plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  Cold Lethargy
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  3
  7
  12
  16
  Special 
  Abilities & 
  Qualities
  Cold Lethargy Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond 
  cannot use its hallucination cloud or spores.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Non-Cold Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Grove (3-8x)
    Treasure
  Incidental
  bAsidirond
  
  291
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Hallucination Cloud As a standard action with Recharge 2, a basidirond can release a cloud of invisible spores in a 20-
  foot radius. All creatures within the area must succeed on a Constitution save or be affected by powerful hallucinations 
  as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a 
  creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing-a strong wind 
  causes it to disperse immediately.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Spores Any creature struck by a basidirond’s slam attack is coated with spores. The creature struck must make a DC 14 Constitution save or these spores 
  take root in his flesh, and particularly in his lungs. Basidirond Spores: Disease-inhaled; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Con 
  damage; cure 1 save.  Ability score damage is healed in full following a full rest.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+10 (12) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+10 (14) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  292
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  12
  49
  95
  178
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 6 (-2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Gaze Turn to stone permanently, range 30 feet, Consitution save negates. A creature petrified in this matter that is then coated (not just splashed) with 
  fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 
  Medium creatures in this manner.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
  bAsilisk
  
  293
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  Illustration 8: Basilisk
  
  294
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  79
  129
  201
  349
  Speed
  30 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  26 (+8)
  DEX 19 (+4)
  CON 24 (+7)
  INT 
  22 (+6)
  WIS 
  18 (+4)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good
  Immunities
  Fire, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Elvish, Giant, Infernal, Undercommon, 
  Telepathy 100 ft., Tongues
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Always Armed Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a 
  signature weapon, it can summon any nonmagical weapon as a standard action (including special materials); 
  the weapon disappears if it leaves the herald’s grasp.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Double
  bAsileus
  
  295
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Emissary Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of 
  limitations of that spell, even if it’s not an outsider.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation 
  with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple 
  people at the same time.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 23
  Gaze Death (if 6 HD or less) or 6d6 damage and panicked for 2d4 rounds (7 HD or more), range 30 feet, 
  Wisdom DC 31 negates the death or panicked effect. This gaze is a mind-affecting fear effect that causes its 
  targets to perceive Basileus as the most terrifying thing that it can imagine.
  Special 
  Abilities & 
  Qualities
  Terror Shape While using his gaze ability, Basileus manifests one to five monstrous limbs that can make slam 
  attacks.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+12 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+9 (12) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+12 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Touch Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 3d6+14 (24) 
  bludgeoning damage.
  Touch Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 3d6+14 (24) 
  bludgeoning damage.
  Special 
  Actions
  Tongues You can speak and understand the language of any intelligent creature, whether it is a racial tongue 
  or a regional dialect, as per the spell Tongues, as a constant ability. Constant spell-like abilities function at all 
  times but can be dispelled. Constant spell-like abilities can be reactivated as a swift action.
  Special 
  Actions
  Veil of Forms All creatures see Basileus as a powerful and attractive member of thier own race. While using 
  this ability, Basileus’s gaze ability is suppressed. He can activate or suppress this ability as a free action.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cloudkill (at will); (3/day); etherealness (1/day); invisibility (greater) (3/day); legend lore (1/day); mirage 
  arcane (at will); major image (at will); phantasmal killer (3/day); scorching ray (at will); summon monster v (2 
  bone devils, 75%) (1/day); tongues (at will); true seeing (3/day); wish (granted to a mortal humanoid only) 
  (3/day)
  Spellcasting
  -
  Possessions
  -
  
  296
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  6
  16
  44
  85
  Speed
  5 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 4 (-3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  6 (-2)
  DEX 14 (+2)
  CON 4 (-3)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 20 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 20 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 20 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 20 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2-5 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d2-1 
  (1) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 0 
  ft., one target.  Hit 1d4+8 
  (10) piercing damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate and Hot Forests and Deserts
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Colony (10-400x)
    Treasure
  None
  bAt
  
  297
  B
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  298
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  22
  36
  81
  143
  Speed
  20 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  16 (+3)
  CHA 8 (-1)
  STR 
  21 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  4 (-3)
  WIS 
  16 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 4 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +11, Blindsight 4 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 4 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 4 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 2d6+6 
  (13) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Colony (3-8x)
    Treasure
  Incidental
  bAt (dire)
  
  299
  B
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  300
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  35
  67
  129
  197
  Speed
  20 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 20
  Screech Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures 
  within the area must make a Constitution save or be staggered for 1d3 rounds. Other mobats and urdefhans are immune to this effect. This is a sonic 
  mind-affecting effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 3d6+6 
  (16) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests, Hills, or Underground
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary or Colony (2-8x)
    Treasure
  Incidental
  bAt (mobAt)
  
  301
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  302
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  37
  63
  122
  153
  Speed
  20 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Large undead, chaotic evil
  Large undead, chaotic 
  evil
  Huge undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 16 (+3)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +15, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +19, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  Undercommon
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Disease: Ghoul Fever: Bite - injury; save Consitution; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.  A humanoid who 
  dies of ghoul fever rises as a ghoul at the next midnight.  Ability score damage is restored after a long rest, or with any magical healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Paralysis A Skaveling’s bite attack can render its victims immobile. Paralyzed creatures cannot move, speak, or take any 
  physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can 
  usually resist it with a Constitution saving throw. Unlike hold person and similar effects, a paralysis effect does not allow 
  a new save each round. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Colony (2-8x)
    Treasure
  Incidental
  bAt (skAveling)
  
  303
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Screech Once per day as a standard action, a Skaveling can produce an ear-splitting screech that stuns non-Skavelings in a 20-foot-radius burst. All 
  creatures within the area must make a Constitution save or be staggered for 1d3 rounds. Other Skavelings and urdefhans are immune to this effect. This is 
  a sonic mind-affecting effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit  
  2d6+5 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 2d8+7 
  (16) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d8+10 (24) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d8+15 (33) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  304
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  7
  29
  66
  98
  Speed
  5 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  4 (-3)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +10, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 2 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Paralysis A bite attack can render its victims immobile. Paralyzed creatures cannot move, speak, or take any physical 
  actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually 
  resist it with a Constitution saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new 
  save each round. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary or Colony (4-12x)
    Treasure
  None
  bAt (sootwing)
  
  305
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Disease Ghoul Fever: Bite - injury; save Consitution; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 
  consecutive saves.  A humanoid who dies of ghoul fever rises as a ghoul at the next midnight.  Ability score damage is 
  restored after a long rest, or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d3-3 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4-2 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  306
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  15
  35
  60
  83
  Speed
  5 ft. Fly 40 ft. (Good)
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 15 (+2)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 16 (+3)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  STR 
  1 (-5)
  DEX 17 (+3)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 2 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +13, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 2 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 2 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  8
  13
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Constitution save 
  negates the effect.
  Special 
  Abilities & 
  Qualities
  Wounding Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. 
  Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Medicine check or 
  the application of a cure spell or some other healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Flight (3-6x), or Colony (11-20x)
    Treasure
  None
  bAt swArm
  
  307
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Swarm Melee weapon 
  attack: -7 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  308
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  38
  62
  87
  151
  Speed
  30 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small undead, neutral evil
  Small undead, neutral evil
  Medium undead, neutral 
  evil
  Large undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 13 (+1)
  STR 
  11 (+0)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 13 (+1)
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  8 (-1)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 19 (+4)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft. 
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Damage Healed 2d6
  Saving Throw  
  Constitution DC 15
  Damage Healed 4d6
  Saving Throw  
  Constitution DC 16
  Damage Healed 6d6
  Saving Throw  
  Constitution DC 19
  Damage Healed 8d6
  Devour Soul A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a 
  Constitution save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more 
  than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). 
  When a baykok devours a soul in this way, it heals damage and becomes hasted for 4 rounds (as if affected by haste). This is a death effect. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 19
  Once per day, a baykok can unleash a bloodcurdling howl. Any living creature within a 30-foot-radius burst becomes 
  paralyzed with fear for 1 round unless it resists with a Wisdom save. Any creature that makes this saving throw is instead 
  shaken for 1 round. This is a fear effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Gang (2-5x), or Flight (6-12x)
    Treasure
  Standard
  bAykok
  
  309
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Infused Arrows A baykok creates arrows of bone as it fires its bow-it need not carry arrows as ammunition. These bone arrows do normal damage for 
  arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. In addition, each arrow deals an additional 1d6 points of necrotic 
  damage on a hit. Further, the first creature struck in a round by a baykok’s arrow must make a Constitution save to avoid being paralyzed for 1d3 rounds. A 
  baykok can fire normal arrows from its bow if it wishes-such arrows, however, do not gain the special negative energy damage or paralysis effects. 
  Standard 
  Actions
  Composite Longbow 
  Ranged weapon attack: 
  +6 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d4+1 (4) slashing 
  damage.
  Composite Longbow 
  Ranged weapon attack: 
  +5 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d4+1 
  (4) slashing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  
  Hit 1d8x3 (1) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  310
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  36
  76
  164
  246
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  24 (+7)
  DEX 14 (+2)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d8+9 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+11 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+11 (18) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests
    Rarity
  Rare
    Role
  Brute  / Normal
    Organization
  Solitary or Pair
    Treasure
  Incidental
  beAr (dire)
  
  311
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  312
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  41
  65
  134
  214
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 14 (+2)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  8
  12
  16
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Forests
    Rarity
  Rare
    Role
  Brute  / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  beAr (grizzly)
  
  313
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  314
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  56
  93
  155
  231
  Speed
  40 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 12 (+1)
  STR 
  25 (+7)
  DEX 17 (+3)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 2d6+8 
  (15) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d8+8 
  (12) slashing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Claw Melee weapon 
  attack: +8 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Coastlines or Plains
    Rarity
  Rare
    Role
  Brute  / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  beAr (PolAr)
  
  315
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  316
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  41
  105
  176
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Medium animal, 
  unaligned
  Large animal, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7/19-20 (14) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7/19-20 (12) 
  slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Coastlines or Plains
    Rarity
  Rare
    Role
  Brute  / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  beAr (PolAr, dire)
  
  317
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  318
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  86
  144
  222
  332
  Speed
  40 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Large fiend, chaotic evil
  Huge fiend, chaotic evil
  Huge fiend, chaotic evil
  Gargantuan fiend, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 11 (+0)
  STR 
  23 (+6)
  DEX 15 (+2)
  CON 21 (+5)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  25 (+7)
  DEX 14 (+2)
  CON 23 (+6)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Abyssal, Cannot Speak, Telepathy 100 ft.
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 20
  Saving Throw  
  Dexterity DC 22
  Dismantle Armor If a bebilith hits a foe with two claw attacks, it can attempt to peel away the target’s armor and shield as a free action by making an 
  additional attack roll. If the bebilith is successful, the target’s armor and shield are torn from his body and dismantled, falling to the ground. Armor 
  subjected to this attack loses half its hit points and gains the broken condition if the target fails a Dexterity save.
  Special 
  Abilities & 
  Qualities
  Penetrating Strike A bebilith’s natural weapons are treated as chaotic and magical for the purposes of penetrating 
  resistance. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one 
  creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (the Abyss)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary or Band (2-6x)
    Treasure
  Standard
  bebilith
  
  319
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Rot A bebilith’s bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic 
  withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot 
  persists, the target must succeed on a Constitution save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a 
  row, the effect is cured. Healing magic can also halt the rot effect.  The ability score damage is restored after a long rest, or after healing magic is applied.
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 16
  Saving Throw DC 18
  Saving Throw DC 20
  Saving Throw DC 22
  Web You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw 
  a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range 
  increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts to burst a web by those 
  caught in it suffer disadvantage. Web spinners can create sheets of sticky webbing up to three times their size. They 
  usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures 
  must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as 
  though by a successful web attack. Attempts to escape or burst the webbing gain advantage if the trapped creature has 
  something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can 
  pinpoint the location of any creature touching its web.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7/19-20 (10) 
  slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 15 
  ft., one target.  Hit 2d6+9 
  (16) piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+9/19-20 (14) 
  slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+11 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+11/19-20 (16) 
  slashing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+13 (27) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d6+13/19-20 (24) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  plane shift (self only) (at will)
  Spellcasting
  -
  Possessions
  -
  
  320
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  57
  93
  157
  238
  Speed
  20 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 9 (-1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 9 (-1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  Vulnerable to Smoke
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Sting - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and is Poisoned; cure 1 save.  Ability score 
  damage is healed in full upon a long rest or with any magical healing
  Special 
  Abilities & 
  Qualities
  Vulnerable to Smoke Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes 
  a giant bee to become nauseated if it fails a DC 14 Constitution save. This condition persists as long as the giant bee 
  remains in the smoke, plus 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
  bee (giAnt Queen)
  
  321
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Sting Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Sting Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  322
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  21
  38
  96
  156
  Speed
  20 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  Vulnerable to Smoke
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Poison Sting - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength damage and is Poisoned; cure 1 save.  Ability score damage is 
  healed in full upon a long rest or with any magical healing
  Special 
  Abilities & 
  Qualities
  Vulnerable to Smoke Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes 
  a giant bee to become nauseated if it fails a DC 14 Constitution save. This condition persists as long as the giant bee 
  remains in the smoke, plus 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
  bee (giAnt)
  
  323
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Sting Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Sting Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Sting Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  324
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  31
  57
  111
  209
  Speed
  30 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small aberration, neutral 
  evil
  Small aberration, neutral 
  evil
  Medium aberration, 
  neutral evil
  Large aberration, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  4 (-3)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 20 (+5)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Druidic
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Amorphous The Bee-Man exists as a hive mind controlling a body of swarming bees. He is immune to any physical spell or effect that targets a specific 
  number of creatures (including single-target spells). This immunity doesn’t apply to spells and effects generated by the Bee-Man himself, nor to mind-
  affecting effects that target single creatures. The Bee-Man takes half again as much damage (+50%) from damaging area effects. He is also susceptible to 
  high winds and is treated as a Tiny creature for the purposes of determining wind effects. The Bee-Man can be targeted by spells as if he were a creature of 
  the vermin type.
  Apian Emissaries The Bee-Man can use bees to duplicate the effect of pryings eye or whispering wind at will (caster level 13th). A successful DC 15 
  Perception check identifies the presence of the bees that act as the sensors for these spells, but a DC 20 Nature check is required to realize they are 
  behaving under outside influence.
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a 
  creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forest
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary
    Treasure
  Double
  bee-mAn of bellis
  
  325
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 26
  Poison Slam - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Strength damage and is Poisoned; 
  cure 2 consecutive saves.  Ability score damage is healed in full upon a long rest or with any magical healing
  Special 
  Abilities & 
  Qualities
  Swarmlike The Bee-Man exists as a hive mind controlling a body of swarming bees. He is immune to any physical spell or effect that targets a specific 
  number of creatures (including single-target spells). This immunity doesn’t apply to spells and effects generated by the Bee-Man himself, nor to mind-
  affecting effects that target single creatures. The Bee-Man takes half again as much damage (+50%) from damaging area effects. He is also susceptible to 
  high winds and is treated as a Tiny creature for the purposes of determining wind effects. The Bee-Man can be targeted by spells as if he were a creature of 
  the vermin type.
  Standard 
  Actions
  Slam Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit  2d6-2 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit  2d6-2 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  6d6+4 (25) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  alter self (male human 
  only) (3/day); augury (3/
  day); commune with 
  nature (1/day); contact 
  other plane (1/day); 
  divination (3/day); geas 
  (1/day); glibness (/day); 
  reincarnate (1/day); 
  summon (1 wasp swarm 
  or 1d4+1 giant bees 
  only) (1/day)
  alter self (male human 
  only) (5/day); augury (5/
  day); commune with 
  nature (1/day); contact 
  other plane (1/day); 
  divination (5/day); geas 
  (3/day); glibness (/day); 
  reincarnate (3/day); 
  summon (1 wasp swarm 
  or 1d4+1 giant bees only) 
  (3/day)
  alter self (male human 
  only) (at will); augury 
  (at will); commune with 
  nature (1/day); contact 
  other plane (1/day); 
  divination (at will); geas 
  (3/day); glibness (/day); 
  reincarnate (3/day); 
  summon (1 wasp swarm 
  or 1d4+1 giant bees 
  only) (3/day)
  alter self (male human 
  only) (at will); augury 
  (at will); commune with 
  nature (1/day); contact 
  other plane (1/day); 
  divination (at will); geas 
  (5/day); glibness (/day); 
  reincarnate (5/day); 
  summon (1 wasp swarm 
  or 1d4+1 giant bees 
  only) (5/day)
  Spellcasting
  -
  Possessions
  -
  
  326
  B
  beetle (fire)
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  21
  61
  107
  Speed
  30 ft. Fly 30 ft. (Poor)
  Size, Type, 
  Alignment
  Small vermin, unaligned
  Small vermin, unaligned
  Small vermin, unaligned
  Medium vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 9 (-1)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  8 (-1)
  DEX 10 (+0)
  CON 9 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Luminescence A fire beetle’s glowing glands provide light in a 10-foot radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after 
  its death.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Pair, or Collective (3-6x)
    Treasure
  Standard
  
  327
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  328
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  49
  72
  143
  211
  Speed
  20 ft. Fly 20 ft. (Poor)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 15
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Damage 4d6
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself. This works just like the 
  overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a 
  trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, 
  they can attempt to avoid the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
  beetle (giAnt stAg)
  
  329
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  330
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  47
  100
  178
  264
  Speed
  30 ft. Fly 30 ft. (Poor)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Huge vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 2 (-4)
  STR 
  23 (+6)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 2 (-4)
  STR 
  25 (+7)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  28 (+9)
  DEX 10 (+0)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 1d8
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 3d8
  Saving Throw  
  Dexterity DC 22
  Damage 4d8
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself. This works just like the 
  overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a 
  trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, 
  they can attempt to avoid the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests or Plains
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Herd (3-8x)
    Treasure
  None
  beetle (goliAth stAg)
  
  331
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  3d6+13 (24) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d8+16 (30) piercing 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  15 ft., one target.  Hit 
  6d6+19 (40) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  9d6+22 (54) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  332
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  31
  69
  124
  188
  Speed
  40 ft. Climb 20 ft. Fly 20 ft. (Average)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  24 (+7)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, psychic, paralyzed
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Gnaw A scarab beetle deals 1 point of Strength damage on a successful bite. This damage is doubled against creatures with no armor or natural armor, but 
  creatures in heavy armor or with a natural armor bonus of +lO or greater are immune, as are creatures immune to critical hits or without flesh.  This ability 
  damage is restored upon a long rest, or with any magical healing
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  1d6+9 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d8+9 
  (14) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+14 (24) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary or Swarm (3-9x)
    Treasure
  None
  beetle (scArAb)
  
  333
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  334
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  40
  66
  131
  205
  Speed
  40 ft. Fly 20 ft. (Poor)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 9 (-1)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
  Crippling Bite A slicer beetle’s bite attack threatens a critical hit on a roll of 19-20. If a slicer beetle scores a critical hit on a target, its mandibles cut deep, 
  resulting in a wound that causes 1d6 bleed and leaving its foe staggered for 1d3 rounds from the tremendous pain dealt.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7/19-20 (14) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9/19-20 (20) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+12/19-20 (22) 
  piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+15/19-20 (29) 
  piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary or Cluster (2-5x)
    Treasure
  None
  beetle (slicer)
  
  335
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  336
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  24
  50
  95
  151
  Speed
  30 ft. Burrow 10 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Sawtooth In addition, a stalk beetle deals 1 point of bleed damage upon a successful critical hit with its bite attack.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 2d6+9 
  (16) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Swarm (2-8x), or Plague (9-20x)
    Treasure
  None
  beetle (stAlk)
  
  337
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  338
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  4
  19
  60
  89
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Small undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d2 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Patrol (3-6x)
    Treasure
  None
  beheAded
  
  339
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  340
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  26
  65
  95
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Small undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 10 (+0)
  STR 
  9 (-1)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 14 (+2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, Fire, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Acid Damage 1d6
  Acid Damage 2d6
  Acid Damage 3d6
  Acid Damage 4d6
  Acid Belch The beheaded can make a ranged touch attack with a maximum range of 30 feet that deals acid damage.
  Special 
  Abilities & 
  Qualities
  Fire Damage 1d4
  Fire Damage 1d6
  Fire Damage 2d4
  Fire Damage 2d6
  Flaming The beheaded gains fire immunity and its slam attack  deals additional fire damage and might catch the target on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Patrol (3-6x)
    Treasure
  None
  beheAded (belching, flAming, 
  grAbbing, screAming)
  
  341
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Screaming This type of beheaded can scream out with Recharge 2. Every creature within 30 feet must succeed at a Wisdom save or be shaken for 1d4 
  rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, any creature in the area can’t be affected by that beheaded’s 
  scream for the next 24 hours.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d2 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  342
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  2
  31
  74
  90
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Small undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d2 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Patrol (3-6x)
    Treasure
  None
  beheAded (fAmiliAr)
  
  343
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  344
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  4
  33
  62
  89
  Speed
  Fly 40 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Small undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, diseased, exhaustion, fatigued, Flanking, psychic, paralyzed, poisoned, 
  unconscious, stunned, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Constitution save 
  negates the effect.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d2 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Patrol (3-6x)
    Treasure
  None
  beheAded (swArming)
  
  345
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  346
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  119
  240
  462
  584
  Speed
  40 ft. Fly 200 ft. (Good)
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  31 (+10)
  DEX 20 (+5)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  18 (+4)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Aging, Bleed, diseased, Electricity, Fire, psychic, Negative Levels, paralyzed, Permanent 
  Wounds, Petrification, poisoned, Polymorph
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +21, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +23, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  10
  20
  33
  37
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Air
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary or Pair
    Treasure
  None
  behemoth (temPest)
  
  347
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Bleed You can cause wounds that continue to bleed, inflicting an additional 2d6 damage each round at the start of 
  the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or through the 
  application of any magical healing.
  Regeneration You are difficult to kill. You heal damage at 20 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Ruinous A behemoth’s natural attacks penetrate resistance as if they were epic/mythic and magic.  Whenever it strikes 
  a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that 
  creature as if with a dispel magic (CL 20th).
  Unstoppable If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them 
  at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, 
  staggered, and stunned.
  Special 
  Abilities & 
  Qualities
  Gale A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three 
  different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path 
  that extends for 1,000 feet.
  Scales A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.
  Special 
  Abilities & 
  Qualities
  Saving Throw Dexterity DC 
  18
  Electricity Damage 3d6
  Sonic Damage 3d6
  Saving Throw Dexterity DC 
  20
  Electricity Damage 4d6
  Sonic Damage 4d6
  Saving Throw Dexterity DC 
  24
  Electricity Damage 6d6
  Sonic Damage 6d6
  Saving Throw Dexterity DC 
  25
  Electricity Damage 8d6
  Sonic Damage 8d6
  Thunderbolt As a standard action with Recharge 2, a behemoth can shoot a bolt of lightning that deals electricity 
  damage and sonic damage, and that causes permanent deafness in a 200-foot line (Dexterity save halves damage and 
  negates deafness). 
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d4+13 (16) piercing 
  damage.
  Scales Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  2d6+13 (20) slashing 
  damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  8d6+13 (41) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  1d4+15 (18) piercing 
  damage.
  Scales Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  8d6+15 (43) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  1d6+16 (20) piercing 
  damage.
  Scales Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 1d10 (10) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  2d8+16 (25) slashing 
  damage.
  Wings Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 8d8+16 (52) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  1d8+19 (24) piercing 
  damage.
  Scales Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 2d8 (9) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  3d8+19 (32) slashing 
  damage.
  Wings Melee weapon 
  attack: +10 to hit, 
  reach 30 ft., one target.  
  Hit 16d6+19 (75) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  348
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  119
  228
  455
  587
  Speed
  40 ft. Fly 200 ft. (Good)
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  22 (+6)
  DEX 19 (+4)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 19 (+4)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  28 (+9)
  DEX 17 (+3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  31 (+10)
  DEX 19 (+4)
  CON 22 (+6)
  INT 
  5 (-3)
  WIS 
  18 (+4)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Aging, Bleed, diseased, Electricity, Fire, psychic, Negative Levels, paralyzed, Permanent 
  Wounds, Petrification, poisoned, Polymorph
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +21, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +23, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  10
  20
  33
  37
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary or Pair
    Treasure
  None
  behemoth (thAlAssic)
  
  349
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Bleed You can cause wounds that continue to bleed, inflicting an additional 2d6 damage each round at the start of 
  the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Medicine skill check or through the 
  application of any magical healing.
  Regeneration You are difficult to kill. You heal damage at 20 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and 
  effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot 
  heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of 
  you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed 
  parts that are not reattached wither and die normally.
  Ruinous A behemoth’s natural attacks penetrate resistance as if they were epic/mythic and magic.  Whenever it strikes 
  a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that 
  creature as if with a dispel magic (CL 20th).
  Unstoppable If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them 
  at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, 
  staggered, and stunned.
  Special 
  Abilities & 
  Qualities
  Gale A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three 
  different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path 
  that extends for 1,000 feet.
  Scales A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.
  Special 
  Abilities & 
  Qualities
  Saving Throw Dexterity DC 
  18
  Electricity Damage 2d6
  Sonic Damage 2d6
  Saving Throw Dexterity DC 
  20
  Electricity Damage 3d6
  Sonic Damage 3d6
  Saving Throw Dexterity DC 
  24
  Electricity Damage 5d6
  Sonic Damage 5d6
  Saving Throw Dexterity DC 
  25
  Electricity Damage 7d6
  Sonic Damage 7d6
  Thunderbolt As a standard action with Recharge 2, a behemoth can shoot a bolt of lightning that deals electricity 
  damage and sonic damage, and that causes permanent deafness in a 200-foot line (Dexterity save halves damage and 
  negates deafness). 
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  1d4+13 (16) piercing 
  damage.
  Scales Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  2d6+13 (20) slashing 
  damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  8d6+13 (41) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  1d4+15 (18) piercing 
  damage.
  Scales Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8 (8) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  8d6+15 (43) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  1d6+16 (20) piercing 
  damage.
  Scales Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d10 (10) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  2d8+16 (25) slashing 
  damage.
  Wings Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  
  Hit 8d8+16 (52) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  1d8+19 (24) piercing 
  damage.
  Scales Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 2d8 (9) 
  bludgeoning damage.
  Talons Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  3d8+19 (32) slashing 
  damage.
  Wings Melee weapon 
  attack: +10 to hit, 
  reach 30 ft., one target.  
  Hit 16d6+19 (75) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  350
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  117
  229
  333
  451
  Speed
  30 ft. Burrow 30 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  24 (+7)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  28 (+9)
  DEX 4 (-3)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  12 (+1)
  CHA 13 (+1)
  STR 
  31 
  (+10)
  DEX 8 (-1)
  CON 22 (+6)
  INT 
  5 (-3)
  WIS 
  16 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Acid, Aging, Bleed, diseased, Fire, psychic, Negative Levels, paralyzed, Permanent Wounds, 
  Petrification, poisoned, Polymorph
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +15, Blindsight 60 
  ft., Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Blindsight 60 
  ft., Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +19, Blindsight 60 
  ft., Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +22, Blindsight 60 
  ft., Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  Aklo (cannot speak)
  Challenge
  10
  20
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 23
  Saving Throw  
  Constitution DC 25
  Mighty Roar As a standard action with Recharge 2, a thunder behemoth can issue a mighty roar in a 60-foot cone that duplicates the effect of a prismatic 
  spray (Constitution save for half damage). This is a sonic effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Leader / Solo
    Organization
  Solitary or Pair
    Treasure
  None
  behemoth (thunder)
  
  351
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regeneration You are difficult to kill. You heal damage at 20 points per round, but you cannot die as long as your regeneration is still functioning 
  (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round 
  following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can 
  reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Ruinous A behemoth’s natural attacks penetrate resistance as if they were epic/mythic and magic.  Whenever it strikes a creature or object with a spell 
  effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a dispel magic (CL 20th).
  Unstoppable If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, 
  dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 18
  Damage 2d6
  Saving Throw  
  Constitution DC 20
  Damage 3d6
  Saving Throw  
  Constitution DC 23
  Damage 4d6
  Saving Throw  
  Constitution DC 25
  Damage 6d6
  Rock Spitting A thunder behemoth can spit rocks from the essentially inexhaustible store in its gizzard. It can spit up to four rocks as a standard action, 
  with a range increment of 60 feet. A creature that is critically hit by one of these rocks must make a Constitution save to resist being stunned for 1 round. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 18
  Ongoing Damage 2d6
  Saving Throw  
  Dexterity DC 20
  Ongoing Damage 4d6
  Saving Throw  
  Dexterity DC 23
  Ongoing Damage 6d6
  Saving Throw  
  Dexterity DC 25
  Ongoing Damage 8d6
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than itself. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks 
  and other Effects outside the creature, and continues to take damage each round. The creature can have only one target 
  swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the 
  corpse using 5 feet of Movement, exiting prone.”
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  4d4+13 (23) piercing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  4d4+13 (23) piercing 
  damage.
  Stomps Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  2d6+13 (20) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  4d4+18 (28) piercing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit  
  4d4+18 (28) piercing 
  damage.
  Stomps Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d6+18 (25) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6+16 (30) piercing 
  damage.
  Gore Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6+16 (30) piercing 
  damage.
  Stomps Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  2d8+8 (17) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  4d8+19 (37) piercing 
  damage.
  Gore Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  4d8+19 (37) piercing 
  damage.
  Stomps Melee weapon 
  attack: +10 to hit, reach 
  30 ft., one target.  Hit 
  3d8+9 (22) bludgeoning 
  damage.
  Special 
  Actions
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 3d8
  Saving Throw  
  Dexterity DC 23
  Damage 4d8
  Saving Throw  
  Dexterity DC 25
  Damage 6d8
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take 2d8+13 points of damage. Targets of a trample can make an attack of opportunity, 
  but at disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and 
  receive a Dexterity save to take half damage. You can only deal trampling damage to each target once per round, no 
  matter how many times its movement takes it over a target creature.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  352
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  44
  105
  176
  282
  Speed
  40 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  5 (-3)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  5 (-3)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  21 (+5)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 22 (+6)
  INT 
  9 (-1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Electricity
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 4d6
  Saving Throw  
  Dexterity DC 18
  Damage 6d6
  Saving Throw  
  Dexterity DC 20
  Damage 8d6
  Saving Throw  
  Dexterity DC 22
  Damage 10d6
  Breath Weapon 20’ Line of Lightning electricity damage, Recharge 2. Breath weapons allow a Dexterity save 
  for half damage. You are immune to your own breath weapon.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills and Deserts
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary or Pair
    Treasure
  Double
  behir
  
  353
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Rake Against a grappled opponent, you may make two additional Bite attacks. A monster with the rake ability 
  must begin its turn already grappling to use its rake-it can’t begin a grapple and rake in the same turn.
  Special 
  Abilities & 
  Qualities
  Swallow Whole If you begin your turn with an opponent grappled in your mouth, you can attempt a new 
  grapple check. If you succeed, you swallow your prey, and the opponent takes bite damage. The opponent 
  can be up to one size category smaller than you. Being swallowed causes a creature to take bludgeoning 
  damage each round. A swallowed creature keeps the grappled condition, while you do not. A swallowed 
  creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is equal to 1/10 of your total hit points), or it can just try to escape the grapple. The 
  Armor Class of your interior is normally 5 + 1/2 of your AC. If a swallowed creature cuts its way out, you 
  cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, 
  success puts it back in your mouth, where it may be bitten or swallowed again.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d10+6 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 2d6+9 
  (16) piercing damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  4d6+16 (30) piercing 
  damage.
  Illustration 9: Behir
  
  354
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  27
  62
  133
  201
  Speed
  30 ft. Fly 50 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium elemental, 
  neutral evil
  Large elemental, neutral 
  evil
  Large elemental, neutral 
  evil
  Huge elemental, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 20 (+5)
  CON 11 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  12 (+1)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Critical Hits, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Damage 1d4
  Saving Throw  
  Constitution DC 15
  Damage 2d4
  Saving Throw  
  Constitution DC 18
  Damage 3d4
  Saving Throw  
  Constitution DC 20
  Damage 4d4
  Smoke Claws A belker using its smoke form ability can enter a target’s square as a standard action that does not provoke attacks of 
  opportunity. The target must make a Constitution save or inhale part of the creature. Smoke inside the victim solidifies into a claw and 
  attacks the target from within, dealing necrotic damage per round. If the target moves, the belker may automatically move with the 
  target (this movement does not count toward the belker’s movement and does not provoke attacks of opportunity against the belker). 
  Each round, the target can attempt another Constitution save to cough out the belker’s smoke, which ends the smoke claws attack and 
  forces the belker into an adjacent square. Creatures that do not need to breathe are immune to this attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Air)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Clutch (3-4x)
    Treasure
  Incidental
  belker
  
  355
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Smoke Form A belker can switch from its normal form to one of pure smoke or back again a swift action. It can spend up to 20 rounds 
  per day in smoke form. In smoke form, the belker acts as if under the effects of a gaseous form spell, except that it retains its natural fly 
  speed of 50 feet (perfect).
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  1d4 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  1d4 
  (4) slashing damage.
  Wing Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit  1d4 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Wing Melee weapon 
  attack: +1 to hit, reach 10 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) slashing 
  damage.
  Wing Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) slashing 
  damage.
  Wing Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+3 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  356
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  31
  62
  122
  164
  Speed
  40 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 16 (+3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 16 (+3)
  STR 
  18 (+4)
  DEX 19 (+4)
  CON 10 (+0)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  15 (+2)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except good or silver
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Projection Once per day as a full-round action, a berbalang can enter a trance that separates the creature’s spirit from 
  its body. This splits the berbalang’s current hit points in half between its body and its spirit. The berbalang’s spirit 
  body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with 
  the following changes: AC -3, single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole 
  attack. This spirit projection can travel no more than 1 mile away from the berbalang’s body. Because the creature 
  is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, 
  the berbalang’s body is unconscious and helpless. If the berbalang’s body is injured while in this state, the separated 
  projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body 
  immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang 
  in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the 
  body. When a berbalang’s spirit form returns to the body, add both the spirit body’s hit points and the physical body’s 
  hit points back together to determine the creature’s current hit point total.  Ability score damage inflicted from the 
  projection’s touch attack is recovered following a long rest or any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Lurker  / Normal
    Organization
  Solitary or Pack (2-8x)
    Treasure
  Standard
  berbAlAng
  
  357
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit  
  1d4+1 (4) piercing 
  damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit  
  1d4+1 (4) slashing 
  damage.
  Incorporeal Touch 
  Melee weapon attack: 
  -1 to hit, reach 5 ft., one 
  target.  Hit  1d3+1 (3) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Incorporeal Touch Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) slashing 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +5 to 
  hit, reach 5 ft., one 
  target.  Hit 1d6+5 (8) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +4 to 
  hit, reach 10 ft., one 
  target.  Hit 1d8+8 (12) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  358
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  93
  173
  290
  386
  Speed
  50 ft. Burrow 50 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Gargantuan monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  29 (+9)
  DEX 6 (-2)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  32 
  (+10)
  DEX 10 (+0)
  CON 23 (+6)
  INT 
  5 (-3)
  WIS 
  20 (+5)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Acid, diseased, Fire, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Passive Perception +22, 
  Darkvision 60 ft.
  Languages
  Aklo
  Challenge
  8
  14
  20
  24
  Special 
  Abilities & 
  Qualities
  Saving Throws DC 17
  Saving Throws DC 19
  Saving Throws DC 21
  Saving Throws DC 23
  Breath Weapon With Recharge 2, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a 
  range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a 
  Consitution save or be stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature 
  that is in the area (or that attempts to enter the area) must succeed at a Dexterity save or be entangled by the slime. Bhole slime 
  persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary
    Treasure
  None
  bhole
  
  359
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 4d8
  Swallow Whole If you begin your turn with an opponent grappled in your mouth, you can attempt a new grapple check. If you succeed, 
  you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than you. Being 
  swallowed causes a creature to take bludgeoning damage each round. A swallowed creature keeps the grappled condition, while you do 
  not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required 
  to get free is equal to 1/10 of your total hit points), or it can just try to escape the grapple. The Armor Class of your interior is normally 
  5 + 1/2 of your AC. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the 
  swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Damage 1d8
  Saving Throw  
  Dexterity DC 19
  Damage 2d8
  Saving Throw  
  Dexterity DC 21
  Damage 3d8
  Saving Throw  
  Dexterity DC 23
  Damage 5d8
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself.  Targets 
  of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets forgo an 
  attack of opportunity, they can attempt to avoid the trampling creature and receive a Dexterity save to take half damage. You can only 
  deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  6d4+20/19-20 (35) 
  piercing damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  3d6+20 (30) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit  
  6d4+20/19-20 (35) 
  piercing damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  3d6+20 (30) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  6d6+25/19-20 (46) 
  piercing damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  3d8+25/19-20 (38) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  6d8+28/19-20 (55) 
  piercing damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  6d6+28/19-20 (49) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  360
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  83
  151
  235
  283
  Speed
  Fly 30 ft. (Perfect)
  Size, Type, 
  Alignment
  Small undead, neutral evil
  Medium undead, neutral 
  evil
  Medium undead, neutral 
  evil
  Large undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  6 (-2)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  6 (-2)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 22 (+6)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  10 (+0)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 21 (+5)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  10 (+0)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  Cold Iron Weakness
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  8
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Bleed You can cause wounds that continue to bleed, inflicting additional acid damage each round at the start of the affected creature’s 
  turn. This bleeding can be stopped by a successful Medicine skill check or through the application of any magical healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 22
  Blood Drain As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d6 
  points of Constitution damage (Constitution save halves). The bhuta heals 5 hit points each time it drains blood.  Ability score damage 
  is recovered in full following a long rest, or the application of magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Above-Ground Natural Area
    Rarity
  Rare
    Role
  Brute  / Elite
    Organization
  Solitary or with a group of Animals
    Treasure
  None
  bhutA
  
  361
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Cold Iron Weakness A cold iron weapon is considered to be magical when used against a bhuta. A magic cold iron weapon always 
  functions as a ghost touch weapon when used against a bhuta.
  Standard 
  Actions
  Incorporeal Claws Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit  5d6 (8) slashing 
  damage.
  Incorporeal Claws Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit 5d8 (10) slashing 
  damage.
  Incorporeal Claws Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 10d6 (11) slashing 
  damage. 
  Incorporeal Claws Melee 
  weapon attack: +1 to hit, 
  reach 10 ft., one target.  
  Hit 15d6 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  362
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  26
  39
  78
  124
  Speed
  30 ft.
  35 ft.
  35 ft.
  35 ft.
  Size, Type, 
  Alignment
  Small humanoid, lawful 
  evil
  Small humanoid, lawful 
  evil
  Small humanoid, lawful 
  evil
  Medium humanoid, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  8 (-1)
  WIS 
  7 (-2)
  CHA 6 (-2)
  STR 
  5 (-3)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  8 (-1)
  WIS 
  7 (-2)
  CHA 6 (-2)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  STR 
  15 (+2)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  12 (+1)
  WIS 
  11 (+0)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Dazzled in bright light.
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Longsword Melee 
  weapon attack: -5 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+0/19-00 (4) 
  slashing damage.
  Shortbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6+0/
  x3 (4) piercing damage.
  Longsword Melee 
  weapon attack: -5 to hit, 
  reach 5 ft., one target.  
  Hit  1d8+0/19-00 (4) 
  slashing damage.
  Shortbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+0/x3 (4) 
  piercing damage.
  Longsword Melee 
  weapon attack: -1 to hit, 
  reach 5 ft., one target.  
  Hit  1d819-00 (410) 
  slashing damage.
  Shortbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Longsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d819-00 (410) 
  bludgeoning damage.
  Shortbow Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d6x3 
  (1) bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Underground or Deep Forest
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary, Gang (2-4x), or Nest (5-30x+)
    Treasure
  Incidental
  blAck clAw elite
  
  363
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword; shortbow; arrows (20x)
  
  364
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  95
  189
  278
  425
  Speed
  20 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Huge fiend, chaotic evil
  Huge fiend, chaotic evil
  Gargantuan fiend, 
  chaotic evil
  Gargantuan fiend, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  21 (+5)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 12 (+1)
  CON 24 (+7)
  INT 
  21 (+5)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  30 (+10)
  DEX 14 (+2)
  CON 28 (+9)
  INT 
  23 (+6)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron and magic
  Immunities
  psychic, Petrification, Polymorph
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Common, Draconic, Infernal, Thassilonian
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Saving Throw  
  Wisdom DC 25
  Breath of Madness Black Magga can exhale a cloud of foul-smelling, poisonous breath as a standard action with Recharge 1. This cloud 
  of black smoke fills a 60-foot cone. All creatures in the area take 1d6 points of Wisdom damage and become confused for 1d6 rounds 
  (a Wisdom save halves the Wisdom damage and negates the confusion effect). This is a mind-affecting poison effect. This breath 
  weapon cannot be used while underwater.  Ability score damage is restored with magical healing or after a long rest.
  Special 
  Abilities & 
  Qualities
  Energy Drain You sap a living opponent’s vital energy automatically when your melee or ranged attack hits. Each successful energy drain 
  reduces the victim’s maximum hit points by 1d6. If an attack that includes an energy drain scores a critical hit, it reduces twice as many 
  hit points.  A draining creature regains 5 hit points for each hit point reduced from an opponent.  The maximum hit point reduction 
  remains until 24 hours have passed or until it  is removed with a spell, such as restoration.  
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Deep Oceans
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Triple
  blAck mAggA
  
  365
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throws DC 18
  Saving Throws DC 20
  Saving Throws DC 22
  Saving Throws DC 25
  Warp Dimensions Black Magga’s presence distorts the dimensions. Any creature that attempts to utilize a teleportation effect while 
  within 300 feet of Black Magga must succeed at a Wisdom check or the teleport effect fails. If the effect fails, the creature that 
  attempted to create that effect must succeed at a Consitution save or be nauseated for ld6 rounds. 
  Special 
  Abilities & 
  Qualities
  -
  Transdimensional Tentacles Black Magga’s tentacles allow her to see into and infiltrate the Ethereal Plane and the Plane of Shadow while 
  she is on the Material Plane. This allows her not only to be aware of these planes and the creatures there, but also to shift her tentacles 
  through these planes to attack their inhabitants. She can even phase her tentacles in and out of existence, effectively reaching through 
  walls and other solid barriers to attack foes on the other side, provided that area is not warded by a dimensional lock or similar effect. 
  She can grapple foes with her tentacles normally, but cannot pull grappled foes or objects through planes as her tentacles shift between 
  them.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d10+1 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d10 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  2d6+1 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  6d6+18 (39) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  4d6 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  366
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  12 
  (natural armor)
  12 
  (natural armor)
  12 
  (natural armor)
  Hit Points
  55
  104
  180
  264
  Speed
  20 ft. Climb 20 ft., Suction
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Huge ooze, unaligned
  Huge ooze, unaligned
  Gargantuan ooze, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 3 (-4)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 1 (-5)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity  DC 16
  Acid Damage 1d6
  Saving Throw  
  Dexterity  DC 18
  Acid Damage 2d6
  Saving Throw  
  Dexterity  DC 20
  Acid Damage 3d6
  Saving Throw  
  Dexterity  DC 22
  Acid Damage 4d6
  Acid A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a 
  creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A Dexterity 
  save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes acid damage unless the 
  weapon’s wielder succeeds on a Dexterity save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it 
  inflicts 21 points of acid damage (no save) to the object.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  blAck Pudding
  
  367
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Split Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each 
  with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if 
  reduced to 0 hit points.
  Suction The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with 
  ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. 
  Because of the suction, all attempts to shift a black pudding from its position are made at disadvantage.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +0 to hit, reach 
  10 ft., one target.  Hit 
  1d6+1 (4) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 15 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  368
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  36
  75
  138
  176
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, Fire, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Fire Damage 1d4
  Fire Damage 2d4
  Fire Damage 3d4
  Fire Damage 4d4
  Cloud of Smoke and Fire A blast shadow can, as a free action, surround itself with a cloud of smoke that burns living flesh.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Fire Damage 2d6
  Saving Throw  
  Dexterity DC 16
  Fire Damage 3d6
  Saving Throw  
  Dexterity DC 18
  Fire Damage 4d6
  Saving Throw  
  Dexterity DC 19
  Fire Damage 5d6
  Death Burst When a blast shadow is reduced to 0 or fewer hit points, it explodes in a blast of flame. Dexterity save for half damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Disaster (3-8x)
    Treasure
  None
  blAst shAdow
  
  369
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, 
  or if the save is a success or failure
  Standard 
  Actions
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d6 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  2d6+5 (12) slashing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+7 (18) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  370
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  30
  78
  152
  229
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic evil
  Medium fey, chaotic evil
  Medium fey, chaotic evil
  Large fey, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 20 (+5)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 21 (+5)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except cold iron or good; cold iron
  Immunities
  diseased, paralyzed, poisoned, Polymorph
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Cyth-V’sug’s Unity Blighted fey within 100 feet of each other can communicate through a shared fungal hive mind.
  Fungal Rejuvenation The Blighted Fey gains Fast Healing 5 while within 300 yards of any blighted tree within the Fangwood and while 
  on moist ground.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Parasitic Bond Following a successful Thorn Throw attack, the target must make a Consitution save or be cursed. For 5 rounds, all hit 
  point damage taken by the blighted fey is halved and the target takes the other half.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary or Pair
    Treasure
  Standard
  blighted fey sAtyr
  
  371
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Pipes A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 
  60-foot radius must make a Wisdom save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr 
  chooses. A creature that successfully saves against any of the pipes’ effects cannot be affected by the same set of pipes for 24 hours, 
  but can still be affected by the satyr’s other spell-like abilities as normal. The satyr’s use of his pipes does not count toward his uses per 
  day of his spelllike abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are , and a 
  satyr can craft a replacement with 1 week of labor.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Tainted Blood Any creature that successfully ingests all or part of a Blighted Fey must make a Constitution save or take 1 point of Str 
  damage and 1 point of Dex damage. 1 minute later, the creature must save again or be nauseated 1 min and take 1d6 Str damage and 
  1d6 Dex damage.  Ability score damage is removed after a long rest, or with any magical healing.
  Standard 
  Actions
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d419-20 (1) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d419-20 (1) 
  piercing damage.
  Shortbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Horns Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit  
  1d4+2 (4) piercing 
  damage.
  Thorn Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d3 (4) 
  piercing damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d419-20 (1) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d419-20 (1) 
  piercing damage.
  Shortbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6/x3 (6) 
  piercing damage.
  Horns Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Thorn Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4 (4) 
  piercing damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+6/19-20 (8) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+6/19-
  20 (8) piercing damage.
  Shortbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Horns Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Thorn Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6 (6) 
  piercing damage.
  Dagger Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit  
  1d8/19-20 (8) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+8/19-20 
  (10) piercing damage.
  Shortbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Horns Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
  Thorn Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8 (8) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  372
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  25
  68
  127
  201
  Speed
  30 ft. Climb 20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Blindness
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Blinding Gaze A blindheim’s eyes emit bright light to a range of 30 feet. Any creature within the area must make a Constitution save or 
  be blinded for 1 hour. Blindheims can see normally in the light generated by their eyes, which illuminates a 30-foot spread with bright 
  light. Creatures with light blindness or light sensitivity take the normal penalties within 30 feet of a blindheim that is using its blinding 
  gaze. A blindheim can activate or suppress this ability as a free action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, or Family (3-5x)
    Treasure
  Incidental
  blindheim
  
  373
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  374
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  18
  54
  111
  180
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful good
  Medium monstrosity, 
  lawful good
  Medium monstrosity, 
  lawful good
  Large monstrosity, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Sylvan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Blink You can use Blink, as per the spell, as a constant ability. 
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains or Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-14x)
    Treasure
  Incidental
  blink dog
  
  375
  B
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blink (at will); dimension door (self only) (at will)
  Illustration 10: Blink Dog
  
  376
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  18
  52
  111
  180
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  16 (+3)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Group (3-8x)
    Treasure
  None
  boAr
  
  377
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  378
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  36
  78
  137
  226
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  23 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Standard 
  Actions
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 2d6+9 
  (16) piercing damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+16 (26) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Herd (3-8x)
    Treasure
  None
  boAr (dire)
  
  379
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  380
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  18
  52
  107
  190
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 2 (-4)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  4 (-3)
  WIS 
  15 (+2)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Standard 
  Actions
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+12 (16) piercing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+16 (23) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Group (3-8x)
    Treasure
  None
  boAr (sArgAvAn)
  
  381
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  382
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  56
  97
  146
  189
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Large undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except cold iron
  Immunities
  diseased, Electricity, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Sunlight Bodaks loathe sunlight, for its merest touch burns their impure 
  flesh. Each round of exposure to direct sunlight deals 2d6 points of damage to a bodak.
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  HP Reduction 1d6
  Saving Throw  
  Constitution DC 16
  HP Reduction 1d8
  Saving Throw  
  Constitution DC 18
  HP Reduction 2d6
  Saving Throw  
  Constitution DC 19
  HP Reduction 3d6
  Death Gaze Reduces victim’s maximum and current hit points, 30 feet; Constitution negates. A humanoid slain by a bodak’s death gaze 
  rises as a bodak 24 hours later. This is a death effect.  Reductions to maximum HP are removed following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land (evil Outer Plane)
    Rarity
  Rare
    Role
  Leader / Normal
    Organization
  Solitary, Pair, or Gang (3-4x)
    Treasure
  None
  bodAk
  
  383
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit  1d6-1 
  (1) bludgeoning damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  2d6+3 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Illustration 11: Bodak
  
  384
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  84
  132
  230
  401
  Speed
  5 ft.
  Size, Type, 
  Alignment
  Huge plant, lawful evil
  Huge plant, lawful evil
  Gargantuan plant, lawful 
  evil
  Gargantuan plant, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  18 (+4)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  24 (+7)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  18 (+4)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  28 (+9)
  DEX 1 (-5)
  CON 24 (+7)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, Sonic, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Common (cannot speak), Dwarven, Elvish, Orc (cannot speak), Sylvan (cannot speak)
  Challenge
  8
  14
  20
  24
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 24
  Absorb Essence Creatures in a bodythief’s stomach have their maximum and current hit point totals reduced (Constitution save halves 
  these reductions) each round at the start of the bodythief’s turn.  If the creature dies from this effect, its body disintegrates and the 
  bodythief absorbs its life essence. This is a death effect.  Max hit point reductions are removed following a long rest, or any magical 
  healing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Acid Damage 4d6
  Saving Throw  
  Dexterity DC 19
  Acid Damage 6d6
  Saving Throw  
  Dexterity DC 21
  Acid Damage 8d6
  Saving Throw  
  Dexterity DC 24
  Acid Damage 10d6
  Breath Weapon 80’ Line of Acid, Reflex save halves, Recharge 2.  You are immune to your own breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests
    Rarity
  Rare
    Role
  Leader / Elite
    Organization
  Solitary
    Treasure
  Double
  bodythief
  
  385
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Spawn Pod Creature Once a bodythief has absorbed the life essence of a Large or smaller creature, it can begin growing a duplicate 
  of that creature as a free action. Growing a Tiny or smaller duplicate takes 1 round, a Small duplicate 3 rounds, a Medium duplicate 5 
  rounds, and a Large duplicate 10 rounds. Duplicates are identical to the creature whose life essence has been devoured.  They closely 
  resemble the original creature and retain all its memories. The newly created spawn has none of the original creature’s equipment, 
  though the bodythief can vomit forth any surviving swallowed gear as a move action. As the duplicate hatches, the bodythief makes a 
  Disguise check to determine the resemblance to the original. The duplicate must be grown within 24 hours of the original’s digestion, 
  or its essence and memories dissipate. Only a single duplicate can made of any given creature.
  Telepathy A bodythief can communicate telepathically with its spawn at a range of up to 1000 feet.
  Transfer A bodythief can transfer a creature grappled with a tentacle to its mouth with a move action and a successful Bite attack roll 
  against the grappled creature.
  Vexing Vines Each of the bodythief’s tentacle vines plus its bite attack can deliver its own attack of opportunity, giving the bodythief 
  five attacks of opportunity per round. It cannot deliver attacks of opportunity with a portion of its body being used to grapple. 
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Damage 8d6
  Swallow Whole If you begin your turn with an opponent grappled in your mouth, you can attempt a new grapple check. If you succeed, 
  you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than you. Being 
  swallowed causes a creature to take bludgeoning damage each round. A swallowed creature keeps the grappled condition, while you do 
  not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required 
  to get free is equal to 1/10 of your total hit points), or it can just try to escape the grapple. The Armor Class of your interior is normally 
  5 + 1/2 of your AC. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the 
  swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  2d6+10 (17) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit  
  2d6+15 (22) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  1d6+15 (18) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d8+12 (21) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+16 (34) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  3d6+8 (18) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  386
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  30
  47
  98
  202
  Speed
  30 ft.
  30 ft.
  35 ft.
  35 ft.
  Size, Type, 
  Alignment
  Small fey, neutral evil
  Small fey, neutral evil
  Medium fey, neutral evil
  Large fey, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 18 (+4)
  CON 8 (-1)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 16 (+3)
  STR 
  6 (-2)
  DEX 20 (+5)
  CON 8 (-1)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 20 (+5)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  17 (+3)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Aklo, Common
  Challenge
  8
  12
  17
  21
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 23
  Deepest Fear A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s 
  deepest fears. The first time it ends its turn within the aura, a creature must make a Wisdom save or become shaken for as long as it 
  stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a 
  fear effect. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Solo
    Organization
  Solitary
    Treasure
  Double
  bogeymAn
  
  387
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 23
  Striking Fear If a bogeyman inflicts a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that 
  effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and 
  panicked creatures cower in fear). A Wisdom save negates this increase. In addition, a critical hit from the bogeyman’s claw forces any 
  target that has successfully saved against the creature’s fear aura to make another Wisdom save against its effects, even if 24 hours 
  have not yet passed. This is a fear effect. 
  Special 
  Abilities & 
  Qualities
  Terrible Rejuvenation A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, 
  including any fear effect created by the aura itself.
  Standard 
  Actions
  Claw Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit  1d6-
  1 (1) slashing damage.
  Claw Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit  1d6-1 
  (1) slashing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d8+1 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  3d6+5 (16) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  388
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  28
  67
  116
  187
  Speed
  20 ft. Swim 30 ft., Swamp Stride
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Large humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 7 (-2)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  13 (+1)
  DEX 8 (-1)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  9 (-1)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  19 (+4)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  13 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  Boggard
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Sticky Tongue A creature hit by a boggard’s tongue attack cannot move more than 10 feet away from the boggard and takes a 
  disadvantage to AC as long as the tongue is attached. The tongue can be removed by making an opposed Strength check as a standard 
  action or by dealing 2 points of slashing damage to the tongue (AC 14, damage does not deplete the boggard’s actual hit points). The 
  boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant 
  frog, a boggard cannot pull targets toward it with its tongue.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Terrifying Croak Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 
  30 feet of the boggard must make a Wisdom save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be 
  affected again by the same boggard’s croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Army (3-12x)
    Treasure
  Incidental
  boggArd
  
  389
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Morningstar Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+2 (6) piercing, 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Morningstar Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+2 (6) piercing, 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+5 (10) piercing, 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+7 (12) piercing, 
  bludgeoning damage.
  Tongue Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d1 (2) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  390
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  23
  62
  118
  194
  Speed
  10 ft. Climb 10 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Small ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  15 (+2)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  15 (+2)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +7,  Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +7, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +7, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +7, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Acid Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Acid Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Acid Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Acid Damage 4d6
  Death Throes When killed, a boilborn pops in a 10-foot  radius burst that deals acid damage (Dexterity save halves).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Infestation (2-20x)
    Treasure
  None
  boilborn (AbyssAl)
  
  391
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Disease (Demon Fever) Any creature struck by this creature’s slam attack or death throes must succeed in a Constitution save or 
  contract Demon Fever. Disease-contact; save Constitution; frequency 1/day; effect 1d6 Con damage; cure 2 consecutive saves.  Ability 
  score damage is healed in full following a full rest.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 0 
  ft., one target.  Hit 1d2+4 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 0 
  ft., one target.  Hit 1d3+4 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  392
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  12 
  (natural armor)
  12 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  13
  40
  85
  148
  Speed
  10 ft. Climb 10 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Small ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 1 (-5)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  11 (+0)
  DEX 1 (-5)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +7, 
  Blindsight 60 ft.
  Passive Perception +7, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Acid Damage 1d6
  Saving Throw  
  Dexterity DC 15
  Acid Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Acid Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Acid Damage 4d6
  Death Throes When killed, a boilborn pops in a 10-foot  radius burst that deals acid damage (Dexterity save halves).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Disease (Blinding Sickness) Any creature struck by this creature’s slam attack or death throes must succeed in a Constitution save or 
  contract Blinding Sickness. Disease-contact; save Constitution; frequency 1/day; effect 1d4 Str damage; cure 2 consecutive saves.  If 
  at any point the victim suffers more than 2 Str damage from this disease, victim must make an additional save or become permanently 
  blinded.  Ability score damage is healed in full following a full rest; blindness can only be healed magically.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Infestation (2-20x)
    Treasure
  None
  boilborn (blindborn)
  
  393
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d2+1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  0 ft., one target.  Hit 
  1d3+6 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  394
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  20
  51
  101
  178
  Speed
  10 ft. Climb 10 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Small ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  15 (+2)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  16 (+3)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 2 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid, all physical attacks except good
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +7,  Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +7,  Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +7,  Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +7,  Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Damage 4d6
  Death Throes When killed, a boilborn pops in a 10-foot  radius burst that deals acid damage (Dexterity save halves).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Infestation (2-20x)
    Treasure
  None
  boilborn (infernAl)
  
  395
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Disease (Devil Chills) Any creature struck by this creature’s slam attack or death throes must succeed in a Constitution save or contract 
  Devil Chills. Disease-contact; save Constitution; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.  Ability score 
  damage is healed in full following a full rest.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 0 
  ft., one target.  Hit 1d2+4 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 0 
  ft., one target.  Hit 1d3+4 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  0 ft., one target.  Hit 
  1d3+6 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  396
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  17
  59
  124
  173
  Speed
  10 ft. Climb 10 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Small ooze, unaligned
  Small ooze, unaligned
  Small ooze, unaligned
  Small ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5,  
  Blindsight 60 ft.
  Passive Perception +5,  
  Blindsight 60 ft.
  Passive Perception +7,  
  Blindsight 60 ft.
  Passive Perception +7,  
  Blindsight 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d6
  Saving Throw  
  Dexterity DC 19
  Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Damage 4d6
  Death Throes When killed, a boilborn pops in a 10-foot  radius burst that deals acid damage (Dexterity save halves).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 20
  Disease (Cackle Fever) Any creature struck by this creature’s slam attack or death throes must succeed in a Constitution save or 
  contract Cackle Fever. Disease-contact; save Constitution; frequency 1/day; effect 1d6 Wis damage; cure 2 consecutive saves.  Ability 
  score damage is healed in full following a full rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Infestation (2-20x)
    Treasure
  None
  boilborn (PlAgueborn)
  
  397
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d3+4 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  398
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  12 
  (natural armor)
  12 
  (natural armor)
  14 
  (natural armor)
  14 
  (natural armor)
  Hit Points
  18
  56
  116
  189
  Speed
  10 ft. Climb 10 ft. Swim 10 ft.
  Size, Type, 
  Alignment
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Tiny ooze, unaligned
  Small ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 1 (-5)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 1 (-5)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 3 (-4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  4 (-3)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5,  
  Blindsight 60 ft.
  Passive Perception +5,  
  Blindsight 60 ft.
  Passive Perception +7,  
  Blindsight 60 ft.
  Passive Perception +7,  
  Blindsight 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d4
  Saving Throw  
  Dexterity DC 16
  Damage 2d4
  Saving Throw  
  Dexterity DC 18
  Damage 3d4
  Saving Throw  
  Dexterity DC 20
  Damage 4d4
  Death Throes When killed, a boilborn pops in a 10-foot  radius burst that deals acid damage (Dexterity save halves).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Disease (Leprosy) Any creature struck by this creature’s slam attack or death throes must succeed in a Constitution save or contract 
  Leprosy. Disease-contact; save Constitution; frequency 1/week; effect 1d2 Cha damage; cure 2 consecutive saves.  Ability score 
  damage from this disease is healed only with restoration or greater healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary or Infestation (2-20x)
    Treasure
  None
  boilborn
  
  399
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d2+1 
  (2) bludgeoning damage.
  Slam Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+4 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+9 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  400
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  31
  46
  60
  111
  Speed
  Fly 50 ft. (Clumsy)
  Size, Type, 
  Alignment
  Tiny undead, chaotic evil
  Tiny undead, chaotic evil
  Tiny undead, chaotic evil
  Tiny undead, chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  1 (-5)
  DEX 20 (+5)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  1 (-5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  10 (+0)
  DEX 19 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold, Critical Hits, diseased, exhaustion, fatigued, Flanking, psychic, paralyzed, poisoned, 
  unconscious, stunned, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a 
  Constitution save negates the effect.
  Special 
  Abilities & 
  Qualities
  Gather Bones By spending a full-round action in the same square as a dead creature, a bonestorm can shred the flesh from the corpse 
  and absorb the bones into its swarm. The absorption grants the bonestorm healing. The amount of healing depends on the size of the 
  body absorbed. A Small creature grants 2 points of healing. A Medium grants 5 points, Large grants 10 points, and Huge grants 20 
  points. A bonestorm gains no benefit from collecting the skeletons of creatures smaller than Small, or additional benefit beyond that 
  noted for creatures larger than Huge.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  None
  bonestorm
  
  401
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Unholy Winds A bonestorm is surrounded by fierce netherwinds, the howls and raging essences of souls forever trapped within a 
  whirlwind of death. As such, the area within 10 feet of a bonestorm is affected by winds of windstorm force. Creatures that enter this 
  area must make a Constitution save or be affected by the high winds as dictated by their size: Small or smaller creatures are blown away, 
  Medium creatures are knocked down, Large creatures suffer disadvantage on attack rolls and saves, and larger creatures are unaffected. 
  In addition, these winds are responsible for a bonestorm’s movement and protect it from the damage and dispersal diminutive swarms 
  typically face when affected by powerful winds.
  Special 
  Abilities & 
  Qualities
  Wrath A bonestorm cuts apart creatures occupying the same space as it, not just with splintered bones and bludgeoning skulls, but with 
  the unholy energies of the damned souls that make up the undead whirlwind. Thus, 3d6 points of the damage dealt by a bone swarm is 
  physical, and 3d6 points are necrotic damage, resulting directly from unholy power.
  Standard 
  Actions
  Swarm Melee weapon 
  attack: +1 to hit, reach 0 
  ft., one target.  Hit 1d6 
  bludgeoning and slashing 
  / 1d6 necrotic damage
  Swarm Melee weapon 
  attack: +5 to hit, reach 0 
  ft., one target.  Hit 2d6 
  bludgeoning and slashing 
  / 2d6 necrotic damage
  Swarm Melee weapon 
  attack: +7 to hit, reach 
  0 ft., one target.  Hit 
  3d6 bludgeoning and 
  slashing / 3d6 necrotic 
  damage
  Swarm Melee weapon 
  attack: +9 to hit, reach 0 
  ft., one target.  Hit 4d6 
  bludgeoning and slashing 
  / 4d6 necrotic damage
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  402
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  8
  30
  65
  113
  Speed
  5 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Small vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Infestation Upon each successful sting attack, the giant botfly implants an egg in the victim subcutaneously. Each implanted egg reacts 
  to the warmth of the victim’s body, triggering its hatching. One day later, the egg releases a pupa that devours the host’s flesh as it 
  develops, growing to the size of a small mouse, at which point it reaches its larval stage. If left untreated, the larva continues to develop 
  until it kills the host or 1 week has passed, at which point it burrows out of the body and drops to the ground, where it transforms 
  into an adult giant botfly. Individual larvae may be squeezed or cut out of the host with a DC 10 Medicine check, though each attempt 
  inflicts 1d4 points of slashing damage whether or not it’s successful. Any healing magic that affects diseases will destroy all larvae 
  without further harm to the host. Giant botfly larvae: Infestation; save Constitution; Onset 1 day; Frequency 1/day for 1 week; Effect 1 
  Con damage per larva.  Ability damage from this condition is only healed via restoration or more powerful healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Jungle
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Colony (10-30x)
    Treasure
  None
  botfly (giAnt)
  
  403
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Sting Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2-4 
  (4) piercing damage.
  Sting Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d3-4 
  (3) piercing damage.
  Sting Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3-2 
  (1) piercing damage.
  Sting Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  404
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  10
  34
  77
  145
  Speed
  0 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 4 (-3)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 9 (-1)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  8 (-1)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 10
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 19
  Infestation Upon each successful sting attack, the giant botfly implants an egg in the victim subcutaneously. Each implanted egg reacts 
  to the warmth of the victim’s body, triggering its hatching. One day later, the egg releases a pupa that devours the host’s flesh as it 
  develops, growing to the size of a small mouse, at which point it reaches its larval stage. If left untreated, the larva continues to develop 
  until it kills the host or 1 week has passed, at which point it burrows out of the body and drops to the ground, where it transforms 
  into an adult giant botfly. Individual larvae may be squeezed or cut out of the host with a DC 10 Medicine check, though each attempt 
  inflicts 1d4 points of slashing damage whether or not it’s successful. Any healing magic that affects diseases will destroy all larvae 
  without further harm to the host. Giant botfly larvae: Infestation; save Constitution; Onset 1 day; Frequency 1/day for 1 week; Effect 1 
  Con damage per larva.  Ability damage from this condition is only healed via restoration or more powerful healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Jungles and Swamps
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary or Colony (2-20x)
    Treasure
  None
  botfly swArm
  
  405
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 
  0 ft., one target.  Hit 
  3d6 (10) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 
  0 ft., one target.  Hit 
  4d6 (16) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  406
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  22
  54
  104
  165
  Speed
  20 ft. Burrow 20 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 10 (+0)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  3 (-4)
  DEX 10 (+0)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  8 (-1)
  DEX 14 (+2)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 13 (+1)
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  17 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +13, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +13, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Attach When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round.
  Second Sight Brain moles can sense the presence of creatures whose minds have been opened to the world of magic. Brain moles can 
  notice and locate any creature within 60 feet that is capable of casting spells (whether they are arcane, divine, or psychic spells). This 
  functions identically to blindsight, except that it applies only to creatures that can cast spells.
  Special 
  Abilities & 
  Qualities
  Brain Drain When a brain mole maintains a grapple against a creature to which it is attached, it automatically deals an amount of damage 
  equal to its bite damage. Whenever a brain mole successfully deals damage to a creature to which it is attached, it drains some of that 
  creature’s mental energy. If the creature is a spellcaster, the spellcaster loses a single spell he has prepared, or a single unused spell slot 
  if he is a spontaneous spellcaster. The creature chooses which spell or spell slot is lost, but can’t lose a 0-level spell in this way. If the 
  creature is not a spellcaster or has no prepared spells or unused spell slots of 1st-level or higher, this ability instead deals 1 point of 
  Intelligence, Wisdom, and Charisma damage. Either way, the brain mole regains 1d6 hit points each time it uses this ability as long as it 
  drains at least one spell or deals at least 1 point of ability damage.  Ability damage inflicted in this manner is recovered via a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests, Hills, or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Nest (3-5x)
    Treasure
  None
  brAin mole
  
  407
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6-3 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8-3 
  (1) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6+3 (10) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  expeditious retreat (1/
  day); mind thrust (1/day); 
  silent image (1/day)
  expeditious retreat (2/
  day); mind thrust (2/day); 
  silent image (2/day)
  expeditious retreat (3/
  day); mind thrust (3/
  day); silent image (3/day)
  expeditious retreat (5/
  day); mind thrust (5/day); 
  silent image (5/day)
  Spellcasting
  -
  Possessions
  -
  
  408
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  27
  75
  150
  248
  Speed
  5 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Tiny ooze, neutral evil
  Tiny ooze, neutral evil
  Tiny ooze, neutral evil
  Small ooze, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  10 (+0)
  CHA 17 (+3)
  STR 
  2 (-4)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  10 (+0)
  CHA 17 (+3)
  STR 
  6 (-2)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  14 (+2)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, paralyzed, poisoned, Polymorph, unconscious, Sneak Attacks, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10,  
  Blindsight 60 ft.
  Passive Perception +14,  
  Blindsight 60 ft.
  Passive Perception +17,  
  Blindsight 60 ft.
  Passive Perception +18,  
  Blindsight 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Neural Pulse Creatures hit by a brain ooze’s tentacle must succeed at a Constitution save or take 1d6 points of Intelligence damage and 
  be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it regains 5  hit points.  Ability damage inflicted by 
  this creature are restored following a long rest.
  Special 
  Abilities & 
  Qualities
  Prescience Limited precognitive abilities grant a brain ooze advantage on initiative checks and Dexterity saves, and attacks against it 
  suffer disadvantage. Brain oozes are never surprised.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult 
  as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, Flight (3-6x), or Colony (7-12x)
    Treasure
  Incidental
  brAin ooze
  
  409
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 21
  Psychic Noise The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its 
  turn within the aura, it must succeed at a Wisdom save to negate this effect. Whether or not the save is successful, that creature cannot 
  be affected again by the same brain ooze’s psychic noise for 24 hours. An affected creature may attempt a new save to shake off the 
  effect at the end of each of its turns. This is a mindaffecting effect. 
  Standard 
  Actions
  Tentacles Touch Melee 
  weapon attack: -6 to 
  hit, reach 0 ft., one 
  target.  Hit  1d4-5 (4) 
  bludgeoning damage.
  Tentacles Touch Melee 
  weapon attack: -6 to hit, 
  reach 0 ft., one target.  Hit 
  1d6-3 (1) bludgeoning 
  damage.
  Tentacles Touch Melee 
  weapon attack: -3 to 
  hit, reach 0 ft., one 
  target.  Hit 1d8-1 (1) 
  bludgeoning damage.
  Tentacles Touch Melee 
  weapon attack: +0 to 
  hit, reach 5 ft., one 
  target.  Hit 2d6+1 (8) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  410
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  26
  70
  129
  197
  Speed
  0 ft. Fly 30 ft. (Good)
  Size, Type, 
  Alignment
  Medium aberration, 
  unaligned
  Large aberration, 
  unaligned
  Large aberration, 
  unaligned
  Huge aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  17 (+3)
  DEX 9 (-1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  19 (+4)
  DEX 13 (+1)
  CON 19 (+4)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 13 (+1)
  STR 
  22 (+6)
  DEX 11 (+0)
  CON 21 (+5)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +14, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 120 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +18, Blindsight 120 ft., 
  Darkvision 60 ft.
  Languages
  Brethedan, Telepathy 100 ft.
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Adaptation A Brethedan’s body is extremely mutable, and can adapt to respond to virtually any situation. Once per round as an action 
  that does not provoke attacks of opportunity, a Brethedan can reshape its body and chemistry to adopt any of the following qualities 
  - Resistance against a single energy type; An additional natural attack (tentacle, bite, etc.) with damage appropriate to the Brethedan’s 
  size; Change its slam damage type to slashing or piercing; Increase its slam damage die by one step (e.g., 1d6 to 1d8); Gain a +4 natural 
  armor bonus to AC; Extend its reach to 20 feet. A Brethedan can only have one modification in effect at any one time-a Brethedan that 
  selects a new adaptation loses any other in effect. More extreme adaptations are also possible (at the GM’s discretion) but generally 
  take days or even months to adopt.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult 
  as simultaneously speaking and listening to multiple people at the same time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Sky
    Rarity
  Rare
    Role
  Skirmisher / Solo
    Organization
  Solitary, Pair, or Flotilla (3-8x)
    Treasure
  None
  brethedAn
  
  411
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 20
  Engulf The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which 
  it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks 
  of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do 
  not attempt attacks of opportunity can attempt a Dexterity save to avoid being engulfed - on a success, they are pushed back or aside 
  (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped 
  within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature.
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can 
  move through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Combine Thanks to their perfect communication, Brethedans can combine to work together as parts of a larger organism. As a swift 
  action, a Brethedan adjacent to another can merge with it, becoming a single creature occupying both spaces. The merging Brethedan 
  forfeits its actions to augment the other, and adds its hit points (though not its Hit Dice) to the new creature’s collective total. At this 
  time, it also chooses one adaptation-the combined creature gains this benefit, and it cannot be changed unless the combined creature 
  uses its single adaptation action each round to do so. Any number of Brethedans can merge in this fashion, but each adaptation can 
  be gained only once (though resistances to multiple energy types are allowed). The combined creature retains the ability to swap one 
  adaptation each round (not once per component creature). Splitting into the component creatures again is a full-round action, in which 
  all component creatures are released and the remaining hit points are divided evenly. For the purposes of Hit Dice-related effects, the 
  Hit Dice of a combined Brethedan are equal to those of the component creature with the highest CR.
  Regeneration You are difficult to kill. You heal damage at 2 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to 
  stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms 
  that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d6+10 (14) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 1d8+13 (18) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  412
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  20
  57
  111
  Speed
  20 ft.
  25 ft.
  25 ft.
  25 ft.
  Size, Type, 
  Alignment
  Tiny fey, unaligned
  Tiny fey, unaligned
  Tiny fey, unaligned
  Small fey, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  5 (-3)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  6 (-2)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 15 (+2)
  STR 
  11 (+0)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Elvish, Gnomish, Sylvan
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Short Sword Melee 
  weapon attack: -4 to hit, 
  reach 0 ft., one target.  
  Hit 1d3-2/19-20 (1) 
  slashing damage.
  Short Sword Melee 
  weapon attack: -3 to hit, 
  reach 0 ft., one target.  
  Hit 1d3-1/19-20 (1) 
  slashing damage.
  Short Sword Melee 
  weapon attack: -1 to hit, 
  reach 0 ft., one target.  
  Hit 1d319-20 (1) 
  slashing damage.
  Short Sword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+6/19-20 (8) 
  slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  confusion (lesser) (1/day); dancing lights (at will); dimension door (self only) (3/day); mending (at will); 
  mirror image (/day); prestidigitation (at will); (1/day)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests or Plains
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary, Gang (2-5x), or Band (7-12x)
    Treasure
  Standard
  brownie
  
  413
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  414
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  23
  40
  93
  156
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Large humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Goblin
  Challenge
  3
  7
  11
  15
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Mountains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Warband (7-12x plus others)
    Treasure
  Incidental
  bugbeAr
  
  415
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Javelin Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d6+3 (6) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+3 (8) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) bludgeoning damage.
  Javelin Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+3 (6) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+3 (8) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) bludgeoning damage.
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+5 (8) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+5 (10) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d3+5 (7) bludgeoning 
  damage.
  Javelin Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d8+7 (12) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+3 (10) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Spellcasting
  -
  Possessions
  Javelin (3x); leather armor; morningstar; shield
  Illustration 12: Bugbear
  
  416
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  19
  57
  121
  206
  Speed
  30 ft. Burrow 30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 11 (+0)
  CON 11 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 7 (-2)
  CON 15 (+2)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Light Blindness
  Senses
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  Giant
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Earth Distortion With Recharge 2, a buggane can empower itself to completely ignore the physicality of stone and metal, enabling it 
  to pass through stone and metal barriers as easily as air. Until the beginning of the buggane’s next turn, the buggane has earth glide 
  and takes no damage from stone or metal weapons, or from the natural attacks of creatures of the earth subtype or stone or metal 
  constructs. Additionally, a buggane’s melee attacks ignore any AC bonus (including enhancement bonuses) from metal or stone armor 
  and shields. While using earth distortion, the buggane cannot damage stone or metal constructs or creatures of the earth subtype with 
  its natural attacks.
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching onto the opponent’s body 
  and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Hunting Party (3-5x), or Clan (6-30x)
    Treasure
  Standard
  buggAne
  
  417
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+6 (10) slashing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d6+6 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) slashing damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10 (20) slashing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  418
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  83
  128
  184
  265
  Speed
  40 ft. Burrow 20 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  23 (+6)
  DEX 16 (+3)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +13, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +14, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  8
  12
  15
  18
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Common
    Role
  Brute / Solo
    Organization
  Solitary or Pair
    Treasure
  None
  bulette
  
  419
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9/19-20 (16) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10/19-20 (20) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 1d8+7 
  (12) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13/19-20 (24) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+16/19-20 (30) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+11 (22) slashing 
  damage.
  Illustration 13: Bulette
  
  420
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  20
  62
  96
  149
  Speed
  20 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  17 (+3)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 15 (+2)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  15 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  Vulnerable to Smoke 
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Poison Sting - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Special 
  Abilities & 
  Qualities
  Vulnerable to Smoke Smoke from particularly smoky fires or effects causes a giant bee to become nauseated if it fails a Constitution 
  save. This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Group (2-5x), or Nest (6-19x)
    Treasure
  Incidental
  bumblebee (giAnt)
  
  421
  B
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Sting Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) piercing damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) piercing damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) piercing 
  damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  422
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  46
  79
  136
  201
  Speed
  10 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 5 (-3)
  STR 
  16 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Damage 3d4
  Bleed You can cause wounds that continue to bleed, inflicting additional acid damage each round at the start of the affected creature’s 
  turn. This bleeding can be stopped by a successful Medicine skill check or through the application of any magical healing.
  Special 
  Abilities & 
  Qualities
  Blood Rage When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains advantage 
  on Constitution and Strength checks, but attacks made against it gain advantage.. The rage lasts as long as the battle or 1 minute, 
  whichever is shorter. It cannot end its rage voluntarily.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  bunyiP
  
  423
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Roar A bunyip’s roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all 
  hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a Wisdom save or become panicked for 2d4 rounds. 
  Whether or not the save is successful, creatures in the area are immune to the roar of that bunyip for 24 hours. This is a sonic, mind-
  affecting fear effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d819-20 (1) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  2d619-20 (1) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  2d6+6/19-20 (13) 
  piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9/19-20 (20) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  424
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  37
  86
  153
  224
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  9 (-1)
  DEX 8 (-1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  9 (-1)
  DEX 8 (-1)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Abyssal, Celestial, Draconic, Protean
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Frostfire Spirit A burleev is surrounded by either cold or fire energy. The burleev can change the energy type 
  as a swift action. When surrounded by fire, the burleev has the fire subtype, is immune to fire, it adds fire 
  damage to its attacks, and creatures striking it with melee weapons, natural attacks, or unarmed strikes take 
  1d6 points of fire damage; when surrounded by cold, it instead gains the cold subtype, is immune to cold 
  and deals cold damage rather than fire damage. It can also completely dampen its aura for 1d6 rounds, but 
  cannot reactivate it until this time has passed.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary, Pair, or Cabal (3-5x)
    Treasure
  Standard
  burleev
  
  425
  B
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 1d6
  Standard 
  Actions
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  cure wounds (3/day); detect magic (at will); invisibility (1/day)
  Spellcasting
  Known Sorcerer Spells 
  (CL 1): 
  sleep; dancing lights; 
  disrupt undead; mage 
  hand; prestidigitation
  Known Sorcerer Spells 
  (CL 6): 
  chill touch; color spray; 
  magic missile; sleep; 
  dancing lights; disrupt 
  undead; mage hand; 
  prestidigitation
  Known Sorcerer Spells 
  (CL 10): 
  acid arrow; chill 
  touch; color spray; 
  magic missile; sleep; 
  dancing lights; disrupt 
  undead; mage hand; 
  prestidigitation
  Known Sorcerer Spells 
  (CL 14): 
  acid arrow; chill 
  touch; color spray; 
  magic missile; sleep; 
  dancing lights; disrupt 
  undead; mage hand; 
  prestidigitation
  Possessions
  -
  
  426
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  29
  64
  119
  Speed
  10 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Small beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 16 (+3)
  CON 7 (-2)
  INT 
  3 (-4)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  3 (-4)
  DEX 16 (+3)
  CON 8 (-1)
  INT 
  3 (-4)
  WIS 
  13 (+1)
  CHA 9 (-1)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  17 (+3)
  CHA 13 (+1)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  7 (-2)
  WIS 
  17 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3-3 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d4-3 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains or Mountains
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary
    Treasure
  None
  bustArd
  
  427
  B
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  428
  B
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  5
  18
  40
  84
  Speed
  5 ft. Fly 30 ft. (Average)
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 2 (-4)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  1 (-5)
  DEX 12 (+1)
  CON 2 (-4)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  5 (-3)
  DEX 16 (+3)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  n/a
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Kaleidoscope (3-100x)
    Treasure
  None
  butterfly
  
  429
  B
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  430
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  19
  55
  119
  213
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  13 (+1)
  DEX 11 (+0)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 2d4
  Damage 3d4
  Damage 4d4
  Needles A creature grappling a hunting cactus or attacking it with a natural attack or unarmed strike takes piercing damage
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts and Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Wander (3-14x); Companion
    Treasure
  None
  cActus (hunting)
  
  431
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  10
  49
  106
  187
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  8 (-1)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  13 (+1)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Gore Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Thorn Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8 (8) 
  piercing damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Thorn Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 2d6+1 (8) 
  piercing damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Thorn Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 2d6-1 (1) 
  piercing damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Thorn Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 3d6-4/19-20 
  (1) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Deserts and Plains
    Rarity
  Uncommon
    Role
  Artillery / Minion
    Organization
  Solitary, Pair, or Wander (3-14x); Companion
    Treasure
  None
  cActus (sniPer)
  
  432
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  52
  88
  153
  270
  Speed
  30 ft., Air Walk, Water Walk
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Huge monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  6 (-2)
  WIS 
  12 (+1)
  CHA 15 (+2)
  STR 
  24 (+7)
  DEX 15 (+2)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +14, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +15, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +16, Darkvision 60 ft., 
  Truesight
  Passive Perception 
  +19, Darkvision 60 ft., 
  Truesight
  Languages
  Common, Giant
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Air Walk You can Wind Walk, as per the spell, as a constant ability.
  Fast Healing A calikang regains hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts or allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Magic Weapon You can use magic weapon, as per the spell, as a constant ability. 
  True Seeing You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Water Walk You can Water Walk, as per the spell, as a constant ability.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Tropical Hills
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Gang (2-4x), or Tribe (5-12x)
    Treasure
  Standard
  cAlikAng
  
  433
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Suspend Animation As a full-round action, a calikang can enter a state of suspended animation, freezing in place and becoming 
  motionless. It remains aware of its surroundings. In this state, the calikang is immune to disease, inhaled toxins, poison, starvation, and 
  thirst, and receives advantage on all Constitution saves. The calikang can exit this state as an immediate action - if it does so to attack a 
  foe or initiate combat, it gains a +4 insight bonus on its Initiative check.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 6d6
  Saving Throw  
  Dexterity DC 15
  Damage 8d6
  Saving Throw  
  Dexterity DC 15
  Damage 10d6
  Saving Throw  
  Dexterity DC 15
  Damage 12d6
  Breath Weapon 60-ft. line, energy damage, Dexterity save halves, usable 1/day. A calikang can choose what kind of energy damage its 
  breath weapon inflicts when it uses this ability. Calikangs are particularly adept at using electricity in this manner, and inflict 7 additional 
  points of damage when they elect to inflict electricity damage with their breath weapon.
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+8/19-20 (15) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d4+7 (10) bludgeoning 
  damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d6+8/17-20 (15) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d4+7 (10) bludgeoning 
  damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+8/17-20 (15) 
  slashing damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Longsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+8/17-20 (15) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  
  Hit 2d6+12 (19) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  air walk (at will); chain 
  lightning (1/day); 
  lightning bolt (1/day); 
  magic weapon (at will); 
  true seeing (at will); 
  water walk (at will)
  air walk (at will); chain 
  lightning (1/day); 
  lightning bolt (2/day); 
  magic weapon (at will); 
  true seeing (at will); water 
  walk (at will)
  air walk (at will); chain 
  lightning (1/day); 
  lightning bolt (3/day); 
  magic weapon (at will); 
  true seeing (at will); 
  water walk (at will)
  air walk (at will); chain 
  lightning (1/day); 
  lightning bolt (5/day); 
  magic weapon (at will); 
  true seeing (at will); 
  water walk (at will)
  Spellcasting
  -
  Possessions
  +1 longsword (2x)
  +1 longsword (2x)
  +1 longsword (2x)
  +1 longsword (2x)
  
  434
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  12
  50
  106
  179
  Speed
  30 ft., Woodland Stride
  30 ft., Woodland Stride
  Size, Type, 
  Alignment
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Medium humanoid, 
  unaligned
  Large humanoid, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  6 (-2)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  15 (+2)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  17 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  Light Sensitivity
  Senses
  Passive Perception +12
  Passive Perception +15
  Passive Perception +17
  Passive Perception +18
  Languages
  -
  Challenge
  4
  8
  12
  16
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  Incidental
  cAligni
  
  435
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d819-00 (410) 
  slashing damage.
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Longbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Longsword Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d819-00 (410) slashing 
  damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Longbow Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d819-00 (410) 
  slashing damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Longbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8x3 
  (1) bludgeoning damage.
  Longbow Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 2d6x3 (1) 
  bludgeoning damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+8/19-00 (15) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7/19-00 (10) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d6+8/19-00 
  (12) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  Ranger (CL 1):  
  cure wounds; detoxify; 
  hold animal; calm 
  animals; charm animal; 
  dancing lantern; delay 
  cloudkill
  Ranger (CL 6):  
  heavy water; rising water; 
  create holds; insect spies; 
  cure wounds; detoxify; 
  hold animal; calm 
  animals; charm animal; 
  dancing lantern; delay 
  cloudkill
  Ranger (CL 10):  
  heavy water; rising water; 
  create holds; insect 
  spies; cure wounds; 
  detoxify; hold animal; 
  calm animals; charm 
  animal; dancing lantern; 
  delay cloudkill
  Ranger (CL 14):  
  heavy water; rising water; 
  create holds; insect 
  spies; cure wounds; 
  detoxify; hold animal; 
  calm animals; charm 
  animal; dancing lantern; 
  delay cloudkill
  Possessions
  Longsword; dagger; longbow; arrows (20x)
  
  436
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  16
  52
  98
  168
  Speed
  10 ft. Fly 80 ft. (Average)
  Size, Type, 
  Alignment
  Tiny dragon, unaligned
  Tiny dragon, unaligned
  Tiny dragon, unaligned
  Tiny dragon, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  2 (-4)
  DEX 16 (+3)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  7 (-2)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Magical unconscious, paralyzed
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Celestial, Common, Draconic, Infernal
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Change Shape As a full-round action, a calligraphy wyrm can turn into a golden fountain pen decorated with designs reminiscent of 
  sovereign dragons. The wyrm gains AC 20 against weapon attacks, but loses all its senses except hearing and blindsight, and cannot 
  take any actions other than to return to its dragon form as a full-round action. The golden pen counts as a  tool for the purpose of skill 
  and ability checks.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity DC 13
  Saving Throw  
  Dexterity DC 16
  Saving Throw  
  Dexterity DC 18
  Ink Spray As a standard action with Recharge 1, a calligraphy wyrm can sneeze a 10-foot cone of ink. Creatures must succeed at a 
  Dexterity save or be covered in ink. Affected creatures are treated as though they had failed a saving throw against color spray, except 
  that affected creatures don’t take a penalty on Stealth checks, and can remove the blinded condition automatically as a standard action.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Standard
  cAlligrAPhy wyrm
  
  437
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Gore Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d2-3 
  (2) piercing damage.
  Gore Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d3-3 
  (2) piercing damage.
  Gore Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d3-1 
  (1) piercing damage.
  Gore Melee weapon 
  attack: +0 to hit, reach 0 
  ft., one target.  Hit 1d4+2 
  (4) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  438
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  11
  28
  77
  146
  Speed
  5 ft. Swim 20 ft. Jet 90 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+2 
  (4) piercing damage.
  Tentacle Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) piercing damage.
  Tentacle Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) piercing 
  damage.
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans
    Rarity
  Rare
    Role
  Soldier / Minion
    Organization
  Solitary or Pair; Companion
    Treasure
  Incidental
  cAmerocerAs
  
  439
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  440
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  52
  89
  165
  294
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fey, neutral evil
  Small fey, neutral evil
  Medium fey, neutral evil
  Large fey, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 20 (+5)
  CON 14 (+2)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 24 (+7)
  CON 14 (+2)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  14 (+2)
  DEX 22 (+6)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 18 (+4)
  STR 
  19 (+4)
  DEX 23 (+6)
  CON 21 (+5)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Languages
  Aklo, Common, Sylvan, Terran, Undercommon
  Challenge
  8
  13
  19
  23
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Fey Bargain Once per week, a Candlestone courtier can grant a limited wish or a permanent +2 inherent bonus to one ability score. In 
  exchange, the bargainer is cursed to be carried off in its dreams each night by the courtier to a never-ending fey ball that, while pleasant 
  as often as not, affects the dreamer as nightmare, requiring a saving throw each night (Wisdom negates). The DC to remove this curse 
  is reduced by 4 if the courtier is killed, and a successful coup de grace on the courtier with a cold iron weapon automatically ends the 
  curse. Ending the curse also ends any noninstantaneous effects of the bargain. A creature can have only one fey bargain at a time.
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Spellthrust When a courtier threatens a critical hit, it can trigger a spell-like ability with a range of touch against the target.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Soldier / Elite
    Organization
  Solitary, Pair, or Delegation (3-6x)
    Treasure
  Standard
  cAndlestone courtier
  
  441
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Buckler Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Rapier Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit  1d6 
  (4) piercing damage.
  Buckler Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) bludgeoning damage.
  Rapier Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit  1d6 
  (4) piercing damage.
  Buckler Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d3+3 (5) bludgeoning 
  damage.
  Rapier Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (4) piercing damage.
  Buckler weapon attack: 
  +5 to hit, reach 10 ft., 
  one target.  Hit 1d8+9 
  (14) bludgeoning 
  damage.
  Rapier weapon attack: +5 
  to hit, reach 10 ft., one 
  target.  Hit 1d3+7 (9) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  disguise self (3/day); 
  etherealness (1/day); 
  faerie fire (3/day); major 
  image (1/day); phantom 
  steed (1/day); see 
  invisibility (3/day)
  disguise self (5/day); 
  etherealness (2/day); 
  faerie fire (5/day); major 
  image (2/day); phantom 
  steed (2/day); see 
  invisibility (5/day)
  disguise self (at will); 
  etherealness (3/day); 
  faerie fire (at will); major 
  image (3/day); phantom 
  steed (3/day); see 
  invisibility (at will)
  disguise self (at will); 
  etherealness (5/day); 
  faerie fire (at will); major 
  image (5/day); phantom 
  steed (5/day); see 
  invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  442
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  16
  48
  96
  174
  Speed
  30 ft. Swim 20 ft.
  35 ft. Swim 20 ft.
  35 ft. Swim 20 ft. 35 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 3 (-4)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coast or Forest
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Nest (3-12x); Companion
    Treasure
  None
  cAPybArA
  
  443
  C
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  444
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  5
  39
  98
  148
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Tiny monstrosity, 
  unaligned
  Tiny monstrosity, 
  unaligned
  Tiny monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 5 (-3)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  4 (-3)
  DEX 5 (-3)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  8 (-1)
  DEX 10 (+0)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  13 (+1)
  DEX 8 (-1)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Empath Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to 
  other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a 
  carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under 
  a dirt mound.
  Special 
  Abilities & 
  Qualities
  Fatal Faker As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 
  30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. 
  This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless 
  dust.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests or Swamps
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Group (2-8x)
    Treasure
  Standard
  cArbuncle
  
  445
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 18
  Specious Suggestion As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of 
  sight and attempt to impose its will upon the target. A Wisdom save is enough to resist this compulsion. If the target fails to resist, roll 
  1d6. On a result of 1-2, the target gains a flash of insight and attacks against it suffer disadvantage for 1 minute. On a result of 3-4, the 
  victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from 
  the carbuncle. On a result of 5-6, the victim’s thoughts are garbled with those of the carbuncle, imposing disadvantage on the victim’s 
  Wisdom saving throws for 1 minute. This is a mind-affecting effect.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  446
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  11 
  (natural armor)
  12 
  (natural armor)
  Hit Points
  70
  120
  186
  268
  Speed
  20 ft. Climb 20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Gargantuan ooze, 
  unaligned
  Gargantuan ooze, 
  unaligned
  Gargantuan ooze, 
  unaligned
  Gargantuan ooze, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  25 (+7)
  DEX 9 (-1)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 13 (+1)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Electricity, all physical attacks
  Immunities
  Acid, Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception 
  +5, , Blindsight 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +5, , Blindsight 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +5, , Blindsight 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +6, , Blindsight 60 ft., 
  Tremorsense 120 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Absorb Flesh A carnivorous blob cannot eat plant matter or inorganic matter, but it devours living flesh with a voracious speed by 
  dealing 1 point of Constitution damage each time it slams or constricts a creature. Whenever the blob deals Constitution damage in 
  this manner, it heals 10 hit points for each point of Constitution it drains. Excess hit points above its normal maximum are gained as 
  temporary hit points. As soon as a carnivorous blob has at least 50 temporary hit points, it loses those temporary hit points and splits as 
  an immediate action.
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Damage 7d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary
    Treasure
  None
  cArnivorous blob
  
  447
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Reactive Strike Whenever a carnivorous blob takes damage, it reflexively lashes out with a slam attack. This ability effectively grants 
  the carnivorous blob an attack of opportunity against any adjacent foe that deals it damage. These attacks of opportunity do not count 
  against the normal limit the creature can make in a round. Attacks that deal sonic or slashing damage do not trigger a reactive strike 
  - rather, they cause the creature to split. Whenever a carnivorous blob takes cold damage, the creature cannot use its reactive strike 
  ability until after it takes its next action in combat.
  Split The creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current 
  hit points (rounded down). A creature reduced below the listed hit points cannot be further split and can be killed normally.
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, 
  or if the save is a success or failure
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  8d4+13 (33) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  
  Hit  8d4+17 (37) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 8d6+19 (47) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 8d8+22 (58) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  448
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  53
  84
  135
  250
  Speed
  10 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Small ooze, unaligned
  Small ooze, unaligned
  Medium ooze, unaligned
  Large ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 3 (-4)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  16 (+3)
  DEX 3 (-4)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks
  Immunities
  Cold, Critical Hits, Electricity, Flanking, psychic, paralyzed, poisoned, Polymorph, 
  unconscious, Sneak Attacks, stunned
  Vulnerabilities
  Vulnerability to Sonic
  Senses
  Passive Perception +5, , 
  Blindsight 120 ft.
  Passive Perception +5, , 
  Blindsight 120 ft.
  Passive Perception +5, , 
  Blindsight 120 ft.
  Passive Perception +6, , 
  Blindsight 120 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Brittle Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes 
  the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as 
  damage from sneak attacks.
  Freeze The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and 
  so on). The creature gains advantage on all Stealth checks to hide in plain sight as this kind of inanimate object.
  Vulnerability to Sonic You take half again as much (+50%) damage as normal from Sonic, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground (Plane of Earth)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Colony (2-4x), or Formation (5-10x)
    Treasure
  Incidental
  cArnivorous crystAl
  
  449
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Crystallize A creature entrapped by a carnivorous crystal’s attack must succeed at a Constitution save each round or become helpless. 
  If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new 
  carnivorous crystal emerges from the remains.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 21
  Subsonic Hum An active carnivorous crystal gives off supernatural sonic vibrations. Any living creature starting its turn within this 
  aura must succeed at a Constitution save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same 
  carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. 
  Standard 
  Actions
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  7d6+6 (30) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  7d6+6 (30) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  7d8+6 (38) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 21d6+10 (84) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  450
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  8
  24
  73
  98
  Speed
  10 ft. Fly 40 ft. (Clumsy)
  Size, Type, 
  Alignment
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Tiny undead, neutral evil
  Small undead, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  1 (-5)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  5 (-3)
  WIS 
  14 (+2)
  CHA 7 (-2)
  STR 
  4 (-3)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  17 (+3)
  CHA 11 (+0)
  STR 
  9 (-1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  17 (+3)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, diseased, exhaustion, fatigued, Flanking, psychic, paralyzed, poisoned, 
  unconscious, stunned, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Necril
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a 
  Constitution save negates the effect.
  Special 
  Abilities & 
  Qualities
  Vulnerable to Channeled Energy A carrionstorm takes 150% as much damage as normal from channeled positive energy.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (near ghouls)
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Flock (2-4x), or Murder (5-12x)
    Treasure
  None
  cArrionstorm
  
  451
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm Melee weapon 
  attack: +5 to hit, reach 0 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Swarm Melee weapon 
  attack: +6 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: +5 to hit, reach 0 
  ft., one target.  Hit 1d8 
  (8) bludgeoning damage.
  Swarm Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  452
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  35
  54
  71
  96
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 7 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 7 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Statue A caryatid column can stand perfectly still, emulating a statue (usually one that is holding up the ceiling, like a carved column). An 
  observer must succeed at a DC 20 Perception check to notice the caryatid column is alive. If a caryatid column initiates combat from 
  this pose, it gains advantage on its initiative check.
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (5) slashing 
  damage.
  Longsword Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (5) slashing damage.
  Longsword Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+7 (12) slashing 
  damage.
  Longsword Melee 
  weapon attack: +6 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+11 (18) slashing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Colonnade (6-11x)
    Treasure
  Standard
  cAryAtid column
  
  453
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longsword
  Longsword
  Longsword
  Longsword
  
  454
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  4
  19
  51
  93
  Speed
  30 ft.
  35 ft.
  35 ft.
  35 ft.
  Size, Type, 
  Alignment
  Tiny beast, unaligned
  Tiny beast, unaligned
  Tiny beast, unaligned
  Small beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 13 (+1)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  2 (-4)
  DEX 14 (+2)
  CON 6 (-2)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  6 (-2)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Claw Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Claw Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d3+0 (2) piercing 
  damage.
  Claw Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d2+0 (2) slashing 
  damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Hot Plains or Urban
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Pack (3-12x); Companion
    Treasure
  None
  cAt
  
  455
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  456
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  22
  48
  96
  162
  Speed
  50 ft., Sprint
  55 ft., Sprint
  55 ft., Sprint
  55 ft., Sprint
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 20 (+5)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 19 (+4)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  cheetAh
  
  457
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Sprint Once per hour, a cheetah can move at 10 times its normal speed when it makes a charge.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  458
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  27
  53
  112
  176
  Speed
  30 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 19 (+4)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Rake Against a grappled opponent, you may make two additional Bite attacks. A monster with the rake ability must begin its turn already 
  grappling to use its rake-it can’t begin a grapple and rake in the same turn.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forest
    Rarity
  Common
    Role
  Skirmisher / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  cAt (leoPArd)
  
  459
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  460
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  6
  27
  66
  119
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  2 (-4)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  3 (-4)
  DEX 12 (+1)
  CON 8 (-1)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  8 (-1)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Sound Mimicry The creature perfectly imitates certain sounds or even specific voices. The creature makes a Deception check opposed 
  by the listener’s Perception check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures 
  mimicked, it suffers disadvantage on its Perception check. The creature has advantage on its Deception check to mimic sounds 
  (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the 
  effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of 
  those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary or Pair
    Treasure
  None
  cAt (mArgAy)
  
  461
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4+0 
  (2) slashing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) slashing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d8 
  (8) piercing damage.
  Claw Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6+2 (9) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  462
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  17
  36
  91
  150
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d10
  Damage 2d8
  Damage 2d10
  Damage 4d8
  Saber-Toothed Bite Advanced bite attack, only on a grapple check to deal damage.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d619-20 (310) 
  slashing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7/19-20 (12) 
  slashing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Den (6-10x); Companion
    Treasure
  None
  cAt (sAber-toothed)
  
  463
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  464
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  36
  56
  123
  204
  Speed
  10 ft. Swim 40 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  16 (+3)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  5 (-3)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  5 (-3)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  18 (+4)
  CHA 14 (+2)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  9 (-1)
  WIS 
  18 (+4)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching onto the opponent’s body 
  and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Water
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Pride (3-15x)
    Treasure
  None
  cAt (seA)
  
  465
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+4 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  1d8+9 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  466
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  21
  39
  78
  143
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Large monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  7 (-2)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common, Speak with Animals
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  False Curse Once per day, a cat sith can fool a creature into believing it has been cursed by the cat sith’s black magic. The target must 
  be within 60 feet and must be able to see the cat sith to be affected by the false curse (Wisdom save negates). An affected creature 
  suffers disadvantage on attack rolls, saving throws, ability checks, and skill checks. Because this effect is not a true curse, the target 
  gains a new Wisdom saving throw to end the effect at the beginning of each day. This is a language-dependent, mind-affecting effect 
  that can be affected by any healing magic or effect that removes curses or disease.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 18
  No Luck A creature hit by a cat sith’s claws must succeed at a Wisdom save or be stricken with lucklessness. For 1d4 rounds, the 
  affected creature suffers disadvantage on attack rolls.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Band (3-7x)
    Treasure
  Standard
  cAt sith
  
  467
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Speak with Animals You can use Speak with Animals, as per the spell, as a constant ability. 
  Standard 
  Actions
  Bite Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d2+0 
  (2) slashing damage.
  Bite Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit 1d3+0 
  (2) slashing damage.
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d3+2 (4) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  hypnotic pattern (3/day); arcanist’s magic aura (3/day); see invisibility (at will); speak with animals (at will)
  Spellcasting
  -
  Possessions
  -
  
  468
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  9
  44
  83
  133
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Medium humanoid, 
  chaotic neutral
  Large humanoid, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 16 (+3)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  5 (-3)
  CHA 10 (+0)
  STR 
  11 (+0)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  5 (-3)
  CHA 10 (+0)
  STR 
  15 (+2)
  DEX 19 (+4)
  CON 12 (+1)
  INT 
  15 (+2)
  WIS 
  9 (-1)
  CHA 14 (+2)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  9 (-1)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +7, 
  Darkvision 60 ft.
  Passive Perception +7, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  Catfolk, Common
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Cat’s Luck Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and 
  take the better result. He must decide to use this ability before the saving throw is attempted.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Warm Forest or Plains, or Urban
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Pride (3-12x+), or Tribe (13-60x+)
    Treasure
  Incidental
  cAtfolk
  
  469
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Short Sword Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d619-00 (310) 
  slashing damage.
  Dagger Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +6 to hit, one 
  target.  Hit 1d419-00 
  (210) piercing damage.
  Shortbow Ranged 
  weapon attack: +6 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Short Sword Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d619-00 (310) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d419-00 
  (210) bludgeoning 
  damage.
  Shortbow Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d6/x3 (6) 
  piercing damage.
  Short Sword Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+6/19-00 (10) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d419-00 
  (210) bludgeoning 
  damage.
  Shortbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d6/x3 
  (6) piercing damage.
  Short Sword Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+12/19-00 (16) 
  bludgeoning damage.
  Dagger Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+11/19-00 (14) 
  bludgeoning damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d6+11/19-
  00 (14) bludgeoning 
  damage.
  Shortbow Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Short sword; dagger; shortbow
  
  470
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  11
  42
  104
  168
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity DC 12
  Saving Throw  
  Dexterity DC 14
  Saving Throw  
  Dexterity DC 16
  Bristles A creature attacking the giant caterpillar with a natural attack or non-reach melee weapon must succeed at a Dexterity save or 
  take damage as if the caterpillar had struck the creature with its bristles attack.
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when 
  squeezing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Solitary, Pair, or Colony (3-6x); Companion
    Treasure
  None
  cAterPillAr (giAnt)
  
  471
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Poison Bite - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Bristles Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Bristles Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bristles Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Bristles Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  472
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  49
  92
  158
  279
  Speed
  40 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  3 (-4)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  14 (+2)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  3 (-4)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 6 (-2)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  22 (+6)
  DEX 8 (-1)
  CON 22 (+6)
  INT 
  7 (-2)
  WIS 
  17 (+3)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Aklo
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Poison Breath A catoblepas’s horrid, stinking breath is a 60-foot cone of poison gas. Breath - contact; save Constitution; frequency 1/
  round for 6 rounds; effect 1d4 Con damage; cure 3 consecutive saves.  Ability damage is healed following a long rest, or any magical 
  healing effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 22
  Stench You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench 
  special ability) within 30 feet must succeed on a Constitution save or be sickened for 10 rounds. Creatures that successfully save 
  cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened 
  creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving 
  throws.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Swamps
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-6x)
    Treasure
  Incidental
  cAtoblePAs
  
  473
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 16
  Damage 2d6
  Saving Throw  
  Dexterity DC 17
  Damage 4d6
  Saving Throw  
  Dexterity DC 19
  Damage 5d6
  Saving Throw  
  Dexterity DC 22
  Damage 6d6
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself.  Targets 
  of a trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets forgo an 
  attack of opportunity, they can attempt to avoid the trampling creature and receive a Dexterity save to take half damage. You can only 
  deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  2d6+4 (11) piercing 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  2d6+4 (11) piercing 
  damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d6+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit  2d6+4 
  (11) piercing damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  2d619-20 (620) piercing 
  damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d6+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  3d6+5 (16) piercing 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d819-20 (820) 
  piercing damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  6d6+9 (30) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d8+9/19-20 (27) 
  piercing damage.
  Hoof Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+4 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  474
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  17
  38
  83
  140
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  13 (+1)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Gore Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Soldier / Minion
    Organization
  Solitary, Pair, or Herd (3-30x); Companion
    Treasure
  None
  cAttle
  
  475
  C
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  476
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  28
  66
  125
  204
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  20 (+5)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 17 (+3)
  INT 
  22 (+6)
  WIS 
  19 (+4)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 19 (+4)
  INT 
  22 (+6)
  WIS 
  19 (+4)
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Visual Effects
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +19, Blindsight 60 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +20, Blindsight 60 ft., 
  Darkvision 60 ft.
  Languages
  Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Giant, Infernal
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 16
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Consume Thoughts A caulborn can consume the thoughts of a willing, helpless, or fascinated creature with a touch attack. If the 
  target fails a Wisdom save, the caulborn can alter the victim’s memory as if using modify memory. This process deals 1d4 points of 
  Intelligence and Wisdom damage to the target. Ability damage is healed following a long rest.
  Special 
  Abilities & 
  Qualities
  Cooperative Scrying Three or more caulborn joining hands can scry on a place or creature as if using the scrying spell (DC 20), but with 
  no limit to the spell’s duration so long as at least three of the caulborn involved continue to join hands and concentrate. This ability 
  functions at CL 7th (or at the highest CL available to the most powerful caulborn in the group). 
  Hive Mind As long as there are at least two caulborn within 300 feet of each other, if one caulborn in the group is aware of a particular 
  danger, they all are. No caulborn in a group is considered flanked or flat-footed unless all of them are.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Colony (3-12x)
    Treasure
  Double
  cAulborn
  
  477
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Thoughtsense A caulborn notices and locates living, conscious creatures within 60 feet, just as if it possessed the blindsight ability. 
  Spells such as nondetection or mind blank make an affected creature undetectable by this sense.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d10+1 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit  
  1d4+1 (4) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 2d6+3 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+5 (16) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  4d6+8 (22) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  478
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  19
  48
  97
  168
  Speed
  20 ft. Climb 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 2 (-4)
  STR 
  15 (+2)
  DEX 11 (+0)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 2 (-4)
  STR 
  18 (+4)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Filament A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range 
  increment. A creature struck by a cave fisher’s filament becomes attached to the sticky thread. As a standard action, a creature can rip 
  the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Deterity 
  check. A filament is AC 18, has 5 hit points, and resists all damage except slashing.  An application of liquid with high alcohol content 
  (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one 
  filament active at a time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Tangle (3-6x)
    Treasure
  None
  cAve fisher
  
  479
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Filament Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d1 (2) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Filament Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d1 (2) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) slashing 
  damage.
  Filament Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d1 (2) 
  bludgeoning damage. 
  Claw Melee weapon 
  attack: +6 to hit, reach 5 
  ft., one target.  Hit 1d8+8 
  (12) slashing damage.
  Filament Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d1 (2) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  480
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  43
  83
  143
  222
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium celestial, chaotic 
  good
  Medium celestial, chaotic 
  good
  Medium celestial, 
  chaotic good
  Large celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  23 (+6)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Celestial
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Damage 3d6
  Saving Throw  
  Constitution DC 16
  Damage 5d6
  Saving Throw  
  Constitution DC 18
  Damage 7d6
  Saving Throw  
  Constitution DC 20
  Damage 9d6
  Thunderous Bark With Recharge 2, a Cayhound can cause every creature within a 15 foot cone to take sonic damage and be knocked 
  prone (Constitution save halves damage and negates knocked prone).
  Special 
  Abilities & 
  Qualities
  Unbound Cayhounds move as though under a continuous Freedom of Movement spell.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Elysium)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-10x)
    Treasure
  None
  cAyhound
  
  481
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d10+7 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d8+8 
  (17) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d8+10 (19) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d8+13 (26) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  482
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  8
  36
  110
  182
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 10 (+0)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 2 (-4)
  STR 
  12 (+1)
  DEX 10 (+0)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 2 (-4)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 6 (-2)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+8 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13/19-20 (20) 
  piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Mountains or Underground
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Cluster (3-5x); Companion
    Treasure
  Standard
  cAve sAlAmAnder
  
  483
  C
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  484
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  20
  45
  91
  169
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium celestial, chaotic 
  good
  Medium celestial, chaotic 
  good
  Medium celestial, 
  chaotic good
  Large celestial, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 9 (-1)
  CON 12 (+1)
  INT 
  4 (-3)
  WIS 
  7 (-2)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 9 (-1)
  CON 12 (+1)
  INT 
  4 (-3)
  WIS 
  7 (-2)
  CHA 10 (+0)
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  -
  -
  -
  -
  Languages
  Common (cannot speak)
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Thunderous Growl Three times per day, a caypup can issue a rumbling growl from its throat that sounds like distant thunder and scares 
  away potential attackers. Creatures within 15 feet of the caypup must succeed at a Wisdom save to attack the caypup (as if affected 
  by sanctuary). The caypup can choose to bestow the same effect on an adjacent ally as well. This effect lasts for 3 rounds or until the 
  caypup or its ally attacks (whichever comes first), after which time the caypup must wait at least 1d6 rounds before using this ability 
  again.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+12 (16) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    Organization
  Solitary or Pack (2-4x)
    Treasure
  None
  cAyPuP
  
  485
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  dimension door (self plus 5 lbs. only) (1/day); knock (3/day); mage hand (3/day)
  Spellcasting
  -
  Possessions
  -
  
  486
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  38
  72
  135
  207
  Speed
  30 ft. Swim 40 ft. Jet 200 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Large monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  7 (-2)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 20
  Ink Cloud Once per hour as a standard action, a cecaelia can emit a 10-foot-radius sphere of ink while underwater. This ink cloud 
  provides total concealment and persists for 1 minute.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Water
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Hunting Party (2-7x)
    Treasure
  Standard
  cecAeliA
  
  487
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Spear Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d8x3 (1) piercing 
  damage.
  Spear Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Tentacles Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Spear Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit  1d8x3 
  (1) piercing damage.
  Spear Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Tentacles Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Spear Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d8+9/x3 (14) piercing 
  damage.
  Spear Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+6/x3 
  (10) piercing damage.
  Tentacles Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8/x3 (12) piercing 
  damage.
  Spear Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d8+8/x3 
  (12) piercing damage.
  Tentacles Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+8 (12) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Spear
  Spear
  Spear
  Spear
  
  488
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  35
  69
  135
  203
  Speed
  35 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Elvish, Sylvan
  Challenge
  4
  8
  12
  16
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests and Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, Band (3-10x), Tribe (11-30x plus others)
    Treasure
  Standard
  centAur
  
  489
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +1 to hit, 
  reach 10 ft., one target.  
  Hit 1d819-20 (410) 
  slashing damage.
  Shield Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit  
  1d8x3 (1) piercing 
  damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Hoof Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d6+1 (4) bludgeoning 
  damage.
  Longsword Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d819-20 (410) slashing 
  damage.
  Shield Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Spear Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit  1d8x3 
  (1) piercing damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Hoof Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 10 ft., one target.  
  Hit 1d819-20 (410) 
  slashing damage.
  Shield Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d8+7/x3 (12) piercing 
  damage.
  Spear Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+7/19-20 (12) 
  slashing damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7/x3 (12) piercing 
  damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8+7/x3 
  (12) piercing damage.
  Hoof Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Spellcasting
  -
  Possessions
  Longsword, shield, spear (3x)
  Illustration 14: Centaur
  
  490
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  14 
  (natural armor5
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  34
  73
  137
  215
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Huge vermin, unaligned
  Huge vermin, unaligned
  Huge vermin, unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 9 (-1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  20 (+5)
  DEX 9 (-1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 14 (+2)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  24 (+7)
  DEX 13 (+1)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+15 (22) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  3d6+18 (28) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests or Underground
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (giAnt whiPtAil)
  
  491
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  492
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  5
  19
  60
  122
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Common
    Role
  Brute / Minion
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (giAnt)
  
  493
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  494
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  82
  130
  201
  298
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  24 (+7)
  DEX 9 (-1)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  26 (+8)
  DEX 14 (+2)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  28 (+9)
  DEX 13 (+1)
  CON 23 (+6)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  3d6+16 (26) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+16 (26) piercing 
  damage.
  Bite Melee weapon 
  attack: +8 to hit, reach 
  20 ft., one target.  Hit 
  3d6+21 (32) piercing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d6+24 (38) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (greAt forest)
  
  495
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  496
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  14
  47
  98
  168
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 11 (+0)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 14 (+2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+12 (19) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (hisser)
  
  497
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  498
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  5
  26
  61
  113
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Small vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 17 (+3)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  3 (-4)
  DEX 20 (+5)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit 
  1d3+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (house)
  
  499
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  500
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  3
  18
  54
  106
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Small vermin, unaligned
  Small vermin, unaligned
  Small vermin, unaligned
  Medium vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  3 (-4)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  3 (-4)
  DEX 16 (+3)
  CON 8 (-1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  5
  9
  13
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Legendary 
  Actions
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Common
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (sewer)
  
  501
  C
    Low
    Moderate
    Advanced
    Elite
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  502
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  14 
  (natural armor7
  16 
  (natural armor8
  18 
  (natural armor8
  Hit Points
  66
  129
  214
  273
  Speed
  40 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Gargantuan vermin, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  26 (+8)
  DEX 13 (+1)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 9 (-1)
  CON 21 (+5)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  30 (+10)
  DEX 14 (+2)
  CON 23 (+6)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  STR 
  30 (+10)
  DEX 15 (+2)
  CON 23 (+6)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Saving Throw  
  Constitution DC 22
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d4+19 (29) piercing 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d6+22 (36) piercing 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d6+25 (39) piercing 
  damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  4d6+25 (39) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forests or Underground
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  centiPede (titAn)
  
  503
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  504
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  14
  36
  79
  138
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Tiny vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 18 (+4)
  CON 2 (-4)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  1 (-5)
  DEX 17 (+3)
  CON 6 (-2)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  4 (-3)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, Weapon Damage
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +9, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Passive Perception 
  +11, Darkvision 60 ft., 
  Tremorsense 30 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 9
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Distraction You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a 
  Constitution save negates the effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 9
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Poison Bite - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage and is Poisoned; cure 1 save.  
  Ability score damage is healed in full upon a long rest or with any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Forest or Underground
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Tangle (3-6x)
    Treasure
  None
  centiPede swArm
  
  505
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Swarm Melee weapon 
  attack: -6 to hit, reach 
  0 ft., one target.  Hit 
  1d10 (10) bludgeoning 
  damage.
  Swarm Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 2d6 
  (7) bludgeoning damage.
  Swarm Melee weapon 
  attack: -1 to hit, reach 0 
  ft., one target.  Hit 3d6 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  506
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  51
  77
  114
  147
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Dazing Gaze A cephalophore can make a gaze attack that affects all seeing creatures within a 60-foot radius. These creatures must 
  succeed at a Wisdom save or be stunned for 1 round. Creatures that successfully save are instead sickened for 1 round. This is a mind-
  affecting fear effect.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Dazing Strike A creature struck by the cephalophore’s slam attack must succeed at a Wisdom save or be dazed for 1 round. Those who 
  save are instead sickened for 1 round. This is a mind-affecting fear effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary or Pair
    Treasure
  None
  cePhAloPhore
  
  507
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Statue Form If a cephalophore stands perfectly still, it is indistinguishable from a normal statue. An observer must succeed at a DC 
  20 Perception check to notice the cephalophore is alive. If a cephalophore initiates combat from this pose, it gains advantage on its 
  initiative check.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit 4d6+12 (26) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  508
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  28
  48
  103
  174
  Speed
  30 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  16 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  13 (+1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  21 (+5)
  DEX 10 (+0)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aquan, Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Dual Mind The fact that each ceratioidi is actually two creatures sharing the same body gives it a number of unique abilities. A ceratioidi 
  can delegate various actions and physical processes to the individual minds, allowing it to fight with two weapons simultaneously 
  without any penalties. It can also select two favored classes. The telepathic tangle between its twin consciousnesses makes a ceratioidi 
  impervious to mind-affecting effects.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Lure A ceratioidi can light the dangling lure on its forehead, forcing all non-ceratioidi within a 20-foot radius to make a Wisdom save or 
  become fascinated for 1 round. Regardless of the preceding interaction between the ceratioidi and its target, a creature affected by this 
  ability does not view the ceratioidi who has fascinated it as a potential threat until that ceratioidi actually attacks-allowing it to approach 
  without breaking the fascination. Once a creature successfully saves against this effect, it is immune to the same ceratioidi’s lure ability 
  for 24 hours. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Saltwater
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Mated Individual, or Clan (3-20x)
    Treasure
  Standard
  cerAtioidi
  
  509
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Primitive Amphibian Ceratioidi have rudimentary lungs capable of breathing air indefinitely, but their skin must be bathed in salt water 
  regularly or it begins drying out painfully. They can go for a number of hours equal to twice their Constitution score before they need to 
  be bathed in salt water-if they don’t, they take 1 point of Constitution damage per hour. Any Constitution damage accrued is reversed 
  after they spend at least 10 minutes immersed in salt water.
  Standard 
  Actions
  Shortspear Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+3 (6) piercing 
  damage.
  Shortspear Ranged 
  weapon attack: -2 to hit, 
  one target.  Hit 1d6+3 
  (6) piercing damage.
  Slams Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Shortspear Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Shortspear Ranged 
  weapon attack: -3 to hit, 
  one target.  Hit 1d6+4 (8) 
  piercing damage.
  Slams Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Shortspear Melee 
  weapon attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+6 (10) piercing 
  damage.
  Shortspear Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d6+6 
  (10) piercing damage.
  Slams Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+6 (10) bludgeoning 
  damage.
  Shortspear Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 1d6+9 (12) piercing 
  damage.
  Shortspear Ranged 
  weapon attack: -1 to hit, 
  one target.  Hit 1d6+9 
  (12) piercing damage.
  Slams Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  510
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  36
  79
  156
  242
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Small fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 19 (+4)
  INT 
  8 (-1)
  WIS 
  17 (+3)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 21 (+5)
  INT 
  8 (-1)
  WIS 
  17 (+3)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft., Keen 
  Smell
  Passive Perception +14, 
  Darkvision 60 ft., Keen 
  Smell
  Passive Perception +17, 
  Darkvision 60 ft., Keen 
  Smell
  Passive Perception +18, 
  Darkvision 60 ft., Keen 
  Smell
  Languages
  Infernal (cannot speak)
  Challenge
  5
  8
  12
  14
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Cerberus’ Jaws Curse-bite; save Constitution; effect dimensional anchoring. A creature affected by this curse cannot utilize 
  extradimensional travel such as teleport, as if it were under the effect of a dimensional anchor spell. 
  Special 
  Abilities & 
  Qualities
  Damage 1d4 (two bites);  
  2d4 (three bites)
  Damage 2d4 (two bites);  
  3d4 (three bites)
  Damage 3d4 (two bites);  
  4d4 (three bites)
  Damage 4d4 (two bites);  
  5d4 (three bites)
  Rend If you hit with two or more natural attacks in 1 round, you can cause tremendous damage by latching onto the opponent’s body 
  and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Hell)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Pack (3-9x)
    Treasure
  Standard
  cerberi
  
  511
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bites Melee weapon 
  attack: +0 to hit, reach 
  5 ft., three targets.  Hit  
  1d4+1 (4) piercing 
  damage.
  Bites Melee weapon 
  attack: +2 to hit, reach 
  5 ft., three targets.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bites Melee weapon 
  attack: +5 to hit, reach 
  5 ft., three targets.  Hit 
  1d8+5 (10) piercing 
  damage.
  Bites Melee weapon 
  attack: +4 to hit, reach 
  10 ft., three targets.  Hit 
  2d6+8 (15) piercing 
  damage.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  512
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  30
  64
  115
  186
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium plant, unaligned
  Medium plant, unaligned
  Medium plant, unaligned
  Large plant, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 9 (-1)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 13 (+1)
  STR 
  13 (+1)
  DEX 9 (-1)
  CON 14 (+2)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 19 (+4)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Otherworldly Mind Any creature attempting to contact a cerebric fungus’s mind or read its thoughts with a divination spell or similar 
  ability must succeed at a Wisdom save or be overwhelmed by the alien thoughts in the creature’s head. Those who fail take 1d6 points 
  of necrotic damage and are confused for 1d6 rounds, and the divination effect immediately ends. 
  Unsettling Appearance A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage 
  of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a Wisdom save or suffer 
  disadvantage on attack rolls. This is a mind-affecting effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary, Pair, or Colony (3-12x)
    Treasure
  Standard
  cerebric fungus
  
  513
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 17
  Saving Throw  
  Wisdom DC 19
  Star-Shriek Once per day as a full-round action, a cerebric fungus can unleash a shrill scream of madness. All creatures (except other 
  cerebric fungi) within 30 feet must make a Wisdom save or be nauseated for 1d4 rounds. This is a sonic, mind-affecting effect. 
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Dazed 1d2 rounds
  Saving Throw  
  Wisdom DC 15
  Dazed 1d3 rounds
  Saving Throw  
  Wisdom DC 17
  Dazed 1d4 rounds
  Saving Throw  
  Wisdom DC 19
  Dazed 2d4 rounds
  Touch of Madness The cerebric fungus may daze one living creature by making a successful touch attack. The target creature must 
  succeed at a Wisdom save, or it becomes dazed for 1 round per Hit Die the Cerebric Fungus has. The dazed subject is not stunned (so 
  attackers get no special advantage against it). This is a mind-affecting enchantment, equivalent to a 2nd-level spell.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Tendrils Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Tendrils Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Tendrils Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Tendrils Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  514
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  15
  42
  88
  156
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Tiny monstrosity, neutral 
  good
  Tiny monstrosity, neutral 
  good
  Tiny monstrosity, neutral 
  good
  Small monstrosity, 
  neutral good
  Ability 
  Scores / 
  Saves
  STR 
  6 (-2)
  DEX 13 (+1)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  6 (-2)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  11 (+0)
  WIS 
  10 (+0)
  CHA 13 (+1)
  STR 
  11 (+0)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 17 (+3)
  STR 
  16 (+3)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  15 (+2)
  WIS 
  14 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  Acid
  -
  -
  -
  Resistances
  -
  Immunities
  poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Poison Gore - injury; save Constitution; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and is Poisoned; cure 2 
  consecutive saves.  Ability score damage is healed in full upon a long rest or with any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Rare
    Role
  Lurker / Minion
    Organization
  Solitary, Pair, or Litter (3-5x)
    Treasure
  None
  ceru
  
  515
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Luckbringer 1/day, a Ceru can cause good or bad luck. If luck is bad, target must roll twice and take worse result on all rolls for 1 round. 
  If luck is good, target may choose a single roll and roll twice taking the better result.
  Standard 
  Actions
  Gore Melee weapon 
  attack: -3 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Gore Melee weapon 
  attack: -4 to hit, reach 0 
  ft., one target.  Hit 1d4+0 
  (2) piercing damage.
  Gore Melee weapon 
  attack: -1 to hit, reach 
  0 ft., one target.  Hit 
  1d4+1 (4) piercing 
  damage.
  Gore Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  detect magic (at will); mage hand (at will)
  Spellcasting
  -
  Possessions
  -
  
  516
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  22 
  (natural armor)
  Hit Points
  73
  123
  174
  266
  Speed
  Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Small undead, lawful evil
  Small undead, lawful evil
  Medium undead, lawful 
  evil
  Large undead, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  17 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  17 (+3)
  WIS 
  19 (+4)
  CHA 22 (+6)
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +20, 
  Darkvision 60 ft.
  Languages
  Common, Telepathy 100 ft.
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Charisma Drain Any creature hit by a chained spirit’s chains or incorporeal touch attack must succeed on a Wisdom save or take 1d6 
  points of Charisma damage.  Ability score damage from this creature is recovered following a long rest or with restoration or more 
  powerful healing magic.
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Spectral Sight A chain spirit can see and hear through the senses of any of its anchor spirits whenever it wishes, just as if it were using 
  both effects of the spell clairaudience/clairvoyance.
  Telepathy You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult 
  as simultaneously speaking and listening to multiple people at the same time.
  Spiritsense A chained spirit can detect both the living and the undead. It can detect living creatures within 100 feet, just as if it had 
  blindsight. It can also sense the dead, as per detect undead, to a range of 500 feet.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary plus up to 4 Spirit Anchors
    Treasure
  Standard
  chAined sPirit
  
  517
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Saving Throw  
  Wisdom DC 20
  Saving Throw  
  Wisdom DC 22
  Chain Spirit As a standard action once per day, a chained spirit can attempt to chain any evil-aligned corporeal creature with an 
  Intelligence score of 3 or higher that it can detect via spiritsense; it need not have line of sight or line of effect to such a creature. 
  The targeted evil creature to must succeed at a Wisdom save or take 1d8 points of Charisma damage.  On each successful attack, the 
  chained spirit gains 5 temporary hit points. Any creature targeted by this ability is immediately aware of some malevolence attempting 
  to take control of it. If a creature’s Charisma score is drained to 0 by this attack, its fate depends on its Hit Dice. If the victim has half 
  the Hit Dice or fewer of the chained spirit (8 Hit Dice for most chained spirits), it is slain by the attack. If the victim has more than 8 
  Hit Dice, it becomes a spirit anchor linked to the chained spirit (see below). Even though a chained spirit can use this ability once per 
  day, it can create only one spirit anchor per week. In addition, a chained spirit can use this ability only if it currently has three or fewer 
  spirit anchors, and it can never have more than four spirit anchors. A creature with more than half the chained spirit’s Hit Dice whose 
  Charisma score is drained to 0 by this attack and who doesn’t become a spirit anchor is merely driven unconscious, as per normal for 
  catastrophic Charisma drain. 
  Numerous chains extend from a chained spirit. A number of these (one for every spirit anchor currently tethered to the chained 
  spirit) are corporeal and can make melee attacks. These corporeal chains are treated as evil, magical, ghost touch weapons and deal 
  bludgeoning damage in addition to Charisma drain. Each chain is treated as if wielded one-handed by a creature with a Strength score of 
  25. A sundered chain automatically reforms 1 round later.”
  Special 
  Abilities & 
  Qualities
  Create Spawn Any humanoid slain by a chained spirit becomes a spectre in 1d4 rounds. These spawn are under the command of the 
  chained spirit that created them and remain enslaved until its death. They don’t have any of the abilities they had in life.
  Spectral Bindings A chained spirit is extremely mobile, with only one major hindrance: no matter how far it moves on its turn, as long 
  as it has at least one spirit anchor, it automatically returns to its starting place when its turn ends. This immediate return does not count 
  as an action and does not provoke attacks of opportunity, as the spirit simply reappears back in its original position. In essence, the 
  chained spirit is eternally confined to a single square throughout its existence except the distance it can travel in a single round before 
  returning to its starting position. If another creature occupies the space it has left, that creature is shunted to the closest available 
  square. If a solid object occupies its starting square, the spirit’s incorporeal nature allows it to return regardless. Even a force effect 
  cannot thwart it as it simply reappears within the square, though if that square is surrounded by a force effect with no exit, the chained 
  spirit is effectively trapped.
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit  1d3 (4) bludgeoning 
  damage.
  Chains Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit  1d6 
  (6) bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit  1d3 (4) bludgeoning 
  damage.
  Chains Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit  1d6 
  (6) bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +1 to hit, 
  reach 5 ft., one target.  
  Hit 1d4 (4) bludgeoning 
  damage.
  Chains Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 2d4 
  (5) bludgeoning damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 10 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Chains Melee weapon 
  attack: +0 to hit, reach 
  10 ft., one target.  Hit 
  3d6 (8) bludgeoning 
  damage.
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  518
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  49
  80
  146
  239
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Medium celestial, lawful 
  good
  Large celestial, lawful 
  good
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  16 (+3)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Celestial, Dwarven, Goblin, Orc
  Challenge
  5
  16
  19
  21
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 2d6
  Saving Throw  
  Dexterity DC 16
  Damage 3d6
  Saving Throw  
  Dexterity DC 19
  Damage 5d6
  Saving Throw  
  Dexterity DC 21
  Damage 7d6
  Breath Weapon As a free action with Recharge 1, a chalkost can breathe a 5-foot cone of electricity 
  (Electricity damage, Dexterity save for half).
  Special 
  Abilities & 
  Qualities
  Change Shape When a chalkost uses its change shape ability, it can turn into a boar with metallic flesh, 
  coppery bristles, and glistening steel tusks. In this form, a chalkost retains its damage reduction and energy 
  resistances. The copper boar has the same statistics as a normal boar, but its natural armor bonus is +6 and 
  its gore attack deals an extra 1d6 points of electricity damage on a successful hit.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Heaven)
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Team (3-5x)
    Treasure
  Standard
  chAlkost
  
  519
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Dwarf Blood A chalkost counts as a dwarf for any effect related to race, and has the hardy, slow and steady, 
  and stability dwarven racial traits.
  Special 
  Abilities & 
  Qualities
  Shock Cestus As a free action, a chalkost can summon or dismiss a  cestus on one of its hands. While 
  wielded by the chalkost, the cestus deals an extra 1d6 points of electricity damage on a successful hit. If the 
  cestus is given away or taken, the chalkost loses this ability until it reclaims its weapon.
  Standard 
  Actions
  Cestus Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) 
  bludgeoning damage.
  Cestus Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d419-00 (210) 
  bludgeoning damage.
  Cestus Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d4+8/19-00 (10) 
  bludgeoning damage.
  Cestus Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d6+13/19-00 (16) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  bear’; s endurance (1/day); crafter’; s fortune (1/day); cure wounds (3/day); guidance (at will); light (at will); 
  magic weapon (3/day); mending (at will); resistance (at will)
  Spellcasting
  -
  Possessions
  -
  
  520
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  8
  53
  109
  185
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  10 (+0)
  DEX 12 (+1)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Rare
    Role
  Soldier / Minion
    Organization
  Solitary or Pair; Companion
    Treasure
  None
  chAlicotherium
  
  521
  C
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  522
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  18
  40
  82
  138
  Speed
  20 ft. Climb 20 ft. Fly 60 ft. (Clumsy)
  Size, Type, 
  Alignment
  Small fey, neutral evil
  Small fey, neutral evil
  Small fey, neutral evil
  Medium fey, neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 7 (-2)
  STR 
  5 (-3)
  DEX 15 (+2)
  CON 8 (-1)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 7 (-2)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  15 (+2)
  WIS 
  16 (+3)
  CHA 11 (+0)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  15 (+2)
  WIS 
  16 (+3)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Abyssal, Common, Sylvan
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 11
  Saving Throw  
  Wisdom DC 12
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Steal Soul As a ranged attack, a chaneque can pelt an opponent with a ritually prepared, soul-stealing fey skull. If the skull strikes its 
  target, she must succeed at a Wisdom saving throw to prevent it from ripping her soul from her body. If the victim fails the saving 
  throw, the skull temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the skull. Thereafter, the skull’s 
  possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to 
  release the victim or the skull is destroyed. While a chaneque can carry multiple skulls on its belt, it can only manipulate single soul at 
  one time.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary or Gang (2-6x)
    Treasure
  Standard
  chAneQue
  
  523
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Skull Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+3 (6) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: -4 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) slashing damage.
  Skull Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4+3 (6) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) slashing damage.
  Skull Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4+5 (8) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Skull Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4+7 (10) 
  bludgeoning damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+6 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  fear (1/day)
  fear (2/day)
  fear (3/day)
  fear (5/day)
  Spellcasting
  -
  Possessions
  -
  
  524
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  86
  123
  174
  255
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Large monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  21 (+5)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary or Invasion (2-5x)
    Treasure
  None
  chAos beAst
  
  525
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throws DC 16
  Saving Throws DC 17
  Saving Throws DC 18
  Saving Throws DC 20
  Corporeal Instability Claw - contact (curse); save Constitution; effect amorphous body and 1 Wisdom damage per round; cure 3 
  consecutive saves. A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to 
  control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any 
  item. Clothing, armor, helmets, and rings become useless. Large items worn or carried - armor, backpacks, even shirts - hamper more 
  than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim 
  gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe 
  (disadvantage on attack rolls and a 50% miss chance, regardless of the attack roll). A victim can temporarily regain its own shape by 
  taking a standard action to attempt a Wisdom save (same DC as the initial save). A success reestablishes the creature’s normal form 
  for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove 
  the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional 
  Wisdom damage for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom 
  damage from mental shock every round that it ends its turn in an amorphous shape - upon being drained to 1 Wisdom, further Wisdom 
  drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the 
  condition at this time).  Ability score damage from this effect is restored after a long rest, or via restoration or more powerful healing 
  magic.
  Special 
  Abilities & 
  Qualities
  Resistant to Transformation Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at 
  the start of its next turn, it immediately returns to its normal form as a free action.
  Standard 
  Actions
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
  Illustration 15: Chaos Beast
  
  526
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  21
  46
  98
  157
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Small humanoid, chaotic 
  evil
  Small humanoid, chaotic 
  evil
  Small humanoid, chaotic 
  evil
  Medium humanoid, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  6 (-2)
  WIS 
  10 (+0)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Abyssal, Polyglot
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Shrieking Frenzy 1/day, a charau-ka can enter a state of shrieking frenzy as a free action. While in this state, the charau-ka automatically 
  fails Stealth checks and cannot speak or cast spells that use verbal components (or use items that require command words to activate), 
  but functions as if under the effects of a haste spell. The charau-ka can continue shrieking for up to 3 rounds, after which it is staggered 
  for 1 round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, Patrol (3-8x), or Tribe (9-20x plus others)
    Treasure
  Standard
  chArAu-kA
  
  527
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Club Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-20 (210) 
  bludgeoning damage.
  Club Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d4/19-
  20 (210) bludgeoning 
  damage.
  Rock Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d4/19-
  20 (210) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+2 
  (4) piercing damage.
  Club Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d419-20 (210) 
  bludgeoning damage.
  Club Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d4/19-
  20 (210) bludgeoning 
  damage.
  Rock Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d4/19-
  20 (210) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) piercing damage.
  Club Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-20 (210) 
  bludgeoning damage.
  Club Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4+6/19-
  20 (8) bludgeoning 
  damage.
  Rock Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-
  20 (210) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+5 (8) piercing 
  damage.
  Club Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+8/19-20 (10) 
  bludgeoning damage.
  Club Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4+9/19-
  20 (12) bludgeoning 
  damage.
  Rock Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d4+8/19-
  20 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+8 
  (12) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Club
  Club
  Club
  Club
  
  528
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  40
  91
  170
  257
  Speed
  20 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Tiny monstrosity, chaotic 
  neutral
  Small monstrosity, 
  chaotic neutral
  Small monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  9 (-1)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  9 (-1)
  WIS 
  10 (+0)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 10 (+0)
  STR 
  20 (+5)
  DEX 16 (+3)
  CON 21 (+5)
  INT 
  13 (+1)
  WIS 
  14 (+2)
  CHA 10 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold, poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 120 ft.
  Passive Perception +14, 
  Darkvision 120 ft.
  Passive Perception +17, 
  Darkvision 120 ft.
  Passive Perception +18, 
  Darkvision 120 ft.
  Languages
  Aklo, Undercommon
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 4d6
  Saving Throw  
  Dexterity DC 17
  Damage 6d6
  Saving Throw  
  Dexterity DC 19
  Damage 8d6
  Saving Throw  
  Dexterity DC 21
  Damage 10d6
  Black Bile A charda’s body seethes with freezing black bile. Its supernaturally cold, black bile is the source of the additional cold damage 
  when a charda bites a creature. As a standard action, a charda can expel its full store of bile as a breath weapon that can take the form 
  of a 60-food line or a 30-foot cone. All creatures in this area take cold damage (Dexterity save halves). A charda can use this breath 
  weapon with Recharge 2 - while its black bile is recharging, it does not deal additional cold damage with its bite.
  Special 
  Abilities & 
  Qualities
  Cold Damage 1d4
  Cold Damage 1d6
  Cold Damage 2d4
  Cold Damage 2d6
  Cold The creature inflicts additional cold damage with each successful melee strike.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Aquatic or Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, Gang (3-5x), or Tribe (6-14x)
    Treasure
  Standard
  chArdA
  
  529
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 
  0 ft., one target.  Hit  
  1d4+1 (4) piercing 
  damage.
  Claw Melee weapon 
  attack: +0 to hit, reach 
  0 ft., one target.  Hit  
  1d3+1 (3) slashing 
  damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 2d6+8 
  (15) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d8+8 
  (12) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  530
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  109
  235
  361
  473
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Gargantuan undead, 
  neutral evil
  Gargantuan undead, 
  neutral evil
  Gargantuan undead, 
  neutral evil
  Gargantuan undead, 
  neutral evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  20 (+5)
  CHA 18 (+4)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  20 (+5)
  CHA 20 (+5)
  STR 
  24 (+7)
  DEX 7 (-2)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  25 (+7)
  CHA 20 (+5)
  STR 
  26 (+8)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  18 (+4)
  WIS 
  27 (+8)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic and slashing
  Immunities
  Critical Hits, diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, Precision 
  Damage, unconscious, stunned, Turning
  Vulnerabilities
  -
  Senses
  Passive Perception +19, 
  Darkvision 60 ft.
  Passive Perception +21, 
  Darkvision 60 ft.
  Passive Perception +26, 
  Darkvision 60 ft.
  Passive Perception +27, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  10
  20
  30
  34
  Special 
  Abilities & 
  Qualities
  Amorphous Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can 
  move through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Corporate Will The Charnel Colossus can use up to two spell-like abilities in the same round that it makes physical attacks or other full-
  round actions. It also gains an additional spell attack per round. A Charnel Colossus is immune to being turned.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 24
  Saving Throw  
  Wisdom DC 25
  Mind Feed On successful Grapple, victim must make a Wisdom save each round or take 1d6 Wis damage. If victim’s Wis is reduced to 
  0, they are subsumed into the Charnel Colossus.  Ability damage from this effect is recovered only with the application of restoration of 
  more powerful healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  Standard
  chArnel colossus
  
  531
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 24
  Saving Throw  
  Wisdom DC 25
  Voice of the Ancients Any one creature within 100 ft must make a Wisdom save or be paralyzed as per Hold Monster.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  2d6+10 (17) 
  bludgeoning damage.
  Tendril Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  20 ft., one target.  Hit  
  2d6+12/19-20 (19) 
  bludgeoning damage.
  Tendril Melee weapon 
  attack: +4 to hit, reach 
  20 ft., one target.  
  Hit  1d10+12 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  2d8+12/19-20 (21) 
  bludgeoning damage.
  Tendril Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  3d8+14/19-20 (28) 
  bludgeoning damage.
  Tendril Melee weapon 
  attack: +9 to hit, reach 
  30 ft., one target.  Hit 
  3d6+7 (18) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  augury (at will); bestow curse (3/day); blindness/deafness (at will); , at will); abi-dalzim’s horrid wilting (1/
  day); see invisibility (at will); speak with dead (3/day); (3/day)
  Spellcasting
  -
  Possessions
  -
  
  532
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  86
  127
  209
  329
  Speed
  20 ft. Swim 50 ft.
  Size, Type, 
  Alignment
  Huge aberration, chaotic 
  neutral
  Huge aberration, chaotic 
  neutral
  Gargantuan aberration, 
  chaotic neutral
  Gargantuan aberration, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 18 (+4)
  INT 
  2 (-4)
  WIS 
  17 (+3)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 18 (+4)
  INT 
  2 (-4)
  WIS 
  17 (+3)
  CHA 4 (-3)
  STR 
  24 (+7)
  DEX 7 (-2)
  CON 20 (+5)
  INT 
  2 (-4)
  WIS 
  17 (+3)
  CHA 4 (-3)
  STR 
  28 (+9)
  DEX 10 (+0)
  CON 24 (+7)
  INT 
  6 (-2)
  WIS 
  18 (+4)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +18, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +20, Blindsight 60 ft., 
  Darkvision 120 ft.
  Languages
  Aquan
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Damage 8d6
  Saving Throw  
  Dexterity DC 18
  Damage 10d6
  Saving Throw  
  Dexterity DC 20
  Damage 12d6
  Saving Throw  
  Dexterity DC 23
  Damage 12d8
  Vortex A charybdis can generate a whirlpool as a standard action at will. This ability functions identically to the whirlwind spell, but the 
  whirlpool can only form underwater and cannot leave the water. It’s a Dexterity save to avoid being caught by the charybdis’s vortex. 
  The vortex itself is 20 feet across and 120 feet deep, and deals bludgeoning damage per round.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Oceans
    Rarity
  Rare
    Role
  Controller / Elite
    Organization
  Solitary
    Treasure
  Standard
  chArybdis
  
  533
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Swallow Whole The creature makes one bite Attack against a target at least one size category smaller than you. If the Attack hits, the 
  target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the 
  creature. The creature can have only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by 
  it and can escape from the corpse using 5 feet of Movement, exiting prone.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  2d6+12 (19) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+12 (18) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  2d6+12/19-20 (19) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  1d10+12 (18) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d8+12/19-20 (21) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  2d6+12 (19) slashing 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d8+16/19-20 (34) 
  piercing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  Hit 
  4d6+16 (30) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  534
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  112
  261
  468
  600
  Speed
  40 ft. Burrow 40 ft.
  Size, Type, 
  Alignment
  Gargantuan monstrosity, 
  chaotic evil
  Gargantuan monstrosity, 
  chaotic evil
  Gargantuan monstrosity, 
  chaotic evil
  Gargantuan monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  3 (-4)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  21 (+5)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  25 (+7)
  DEX 11 (+0)
  CON 24 (+7)
  INT 
  3 (-4)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  27 (+8)
  DEX 15 (+2)
  CON 26 (+8)
  INT 
  7 (-2)
  WIS 
  16 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Bleed Effects, Cold, diseased, psychic, paralyzed, Permanent Wounds, Petrification, 
  poisoned, Polymorph
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +15, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +19, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Passive Perception 
  +22, Darkvision 60 ft., 
  Tremorsense 120 ft.
  Languages
  Aklo
  Challenge
  10
  20
  27
  31
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 21
  Saving Throw  
  Wisdom DC 25
  Saving Throw  
  Wisdom DC 27
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 300 feet. This ability affects only 
  opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Wisdom 
  save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune 
  to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  chemnosit (the monArch worm)
  
  535
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throws  
  DC 18
  Saving Throws  
  DC 21
  Saving Throws  
  DC 25
  Saving Throws  
  DC 27
  Hungry Gaze The monarch worms gaze attack deals psychic damage plus fatigue at a distance of 120 feet. A successful Constitution 
  save negates the fatigue. Creatures already fatigued become exhausted; creatures already exhausted become staggered. A creature that 
  fails its save must succeed at a Wisdom save or gain an overwhelming compulsion to eat flesh of creatures of its type, including its own 
  if no other is available. 
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Damage 5d6
  Spines Creatures striking this creature with natural weapons, unarmed strikes, melee weapons, or melee touch attacks take piercing 
  damage.
  Standard 
  Actions
  Toothed Tentacle Melee 
  weapon attack: +5 to 
  hit, reach 20 ft., one 
  target.  Hit  2d8+10 (19) 
  bludgeoning damage.
  Toothed Tentacle Melee 
  weapon attack: +5 to hit, 
  reach 20 ft., one target.  
  Hit  2d8+13/19-20 (22) 
  bludgeoning damage.
  Toothed Tentacle Melee 
  weapon attack: +8 to hit, 
  reach 30 ft., one target.  
  Hit 2d10+13/19-
  20 (24) bludgeoning 
  damage.
  Toothed Tentacle Melee 
  weapon attack: +9 to hit, 
  reach 30 ft., one target.  
  Hit 4d8+15/19-20 (33) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  disintegrate (1/day); 
  earthquake (1/day)
  disintegrate (3/day); 
  earthquake (1/day)
  disintegrate (5/day); 
  earthquake (1/day)
  disintegrate (at will); 
  earthquake (1/day)
  Spellcasting
  -
  Possessions
  -
  
  536
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  13 
  (natural armor)
  13 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  7
  33
  72
  138
  Speed
  30 ft. Fly 20 ft. (Clumsy)
  Size, Type, 
  Alignment
  Medium beast, unaligned
  Medium beast, unaligned
  Medium beast, unaligned
  Large beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  2 (-4)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  7 (-2)
  DEX 13 (+1)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  12 (+1)
  DEX 11 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  1
  6
  10
  14
  Standard 
  Actions
  Bite Melee weapon 
  attack: -5 to hit, reach 5 
  ft., one target.  Hit 1d6+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 5 
  ft., one target.  Hit 1d8+0 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d8+0 (4) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    Organization
  Solitary, Pair, or Flock (3-20x)
    Treasure
  None
  chicken
  
  537
  C
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  538
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  38
  86
  149
  249
  Speed
  30 ft. Fly 50 ft. (Poor)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Acid Damage 4d6
  Saving Throw  
  Dexterity DC 16
  Acid Damage 6d6
  Saving Throw  
  Dexterity DC 19
  Acid Damage 8d6
  Saving Throw  
  Dexterity DC 21
  Acid Damage 10d6
  Breath Weapon 40’ Line of Acid, Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune to your own 
  breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Pride (3-6x), or Flight (7-12x)
    Treasure
  Standard
  chimerA (blAck-heAded)
  
  539
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d10+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+9 (23) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Illustration 16: Chimera
  
  540
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  20
  77
  153
  229
  Speed
  30 ft. Fly 50 ft. (Poor)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Lightning Damage 3d6
  Saving Throw  
  Dexterity DC 16
  Lightning Damage 4d6
  Saving Throw  
  Dexterity DC 19
  Lightning Damage 6d6
  Saving Throw  
  Dexterity DC 21
  Lightning Damage 8d6
  Breath Weapon 40’ Line of Lightning, Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune to your own 
  breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Pride (3-6x), or Flight (7-12x)
    Treasure
  Standard
  chimerA (blue-heAded)
  
  541
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d10+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+9 (23) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  542
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  41
  87
  161
  239
  Speed
  30 ft. Fly 50 ft. (Poor)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Acid Damage 4d8
  Saving Throw  
  Dexterity DC 16
  Acid Damage 6d8
  Saving Throw  
  Dexterity DC 19
  Acid Damage 8d8
  Saving Throw  
  Dexterity DC 21
  Acid Damage 10d8
  Breath Weapon 20’ Cone of Corrosive Gas, Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune to your 
  own breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Pride (3-6x), or Flight (7-12x)
    Treasure
  Standard
  chimerA (green-heAded)
  
  543
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d10+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+9 (23) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  544
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  39
  104
  168
  255
  Speed
  30 ft. Fly 50 ft. (Poor)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Fire Damage 4d8
  Saving Throw  
  Dexterity DC 16
  Fire Damage 6d8
  Saving Throw  
  Dexterity DC 19
  Fire Damage 8d8
  Saving Throw  
  Dexterity DC 21
  Fire Damage 10d8
  Breath Weapon 20’ Cone of Fire, Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune to your own 
  breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Pride (3-6x), or Flight (7-12x)
    Treasure
  Standard
  chimerA (red-heAded)
  
  545
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d10+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+9 (23) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  546
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  39
  104
  168
  255
  Speed
  30 ft. Fly 50 ft. (Poor)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Large monstrosity, 
  chaotic evil
  Huge monstrosity, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Draconic
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Cold Damage 4d8
  Saving Throw  
  Dexterity DC 16
  Cold Damage 6d8
  Saving Throw  
  Dexterity DC 19
  Cold Damage 8d8
  Saving Throw  
  Dexterity DC 21
  Cold Damage 10d8
  Breath Weapon 20’ Cone of Cold, Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune to your own 
  breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Rare
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, Pride (3-6x), or Flight (7-12x)
    Treasure
  Standard
  chimerA (white-heAded)
  
  547
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d10+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit  
  1d6+3 (6) piercing 
  damage.
  Gore Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Gore Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+6 
  (10) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  3d6+7 (18) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+7 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  4d6+9 (23) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  548
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  7
  42
  84
  142
  Speed
  30 ft. Climb 30 ft.
  Size, Type, 
  Alignment
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Medium companion, 
  unaligned
  Large companion, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  12 (+1)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 5 (-3)
  STR 
  16 (+3)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  7
  11
  15
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Slam Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Troop (3-12x)
    Treasure
  None
  chimPAnzee
  
  549
  C
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  550
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  18
  38
  83
  166
  Speed
  20 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Small aberration, chaotic 
  evil
  Small aberration, chaotic 
  evil
  Small aberration, chaotic 
  evil
  Medium aberration, 
  chaotic evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  2 (-4)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 15 (+2)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  15 (+2)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  Undercommon
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 2d4
  Damage 3d4
  Damage 4d4
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Quickness A choker is supernaturally quick. It can take an extra move action during its turn each round.
  Strangle Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or 
  cast spells with verbal components.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Common
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Clutch (3-8x)
    Treasure
  Standard
  choker
  
  551
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tail Sweep Melee 
  weapon attack: +3 to 
  hit, reach 5 ft., one 
  target.  Hit 1d3+3 (5) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d3+2 
  (4) bludgeoning damage.
  Tail Sweep Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+3 
  (6) bludgeoning damage.
  Tentacle Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) bludgeoning damage.
  Tail Sweep Melee 
  weapon attack: +5 to 
  hit, reach 5 ft., one 
  target.  Hit 1d4+6 (8) 
  bludgeoning damage.
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) bludgeoning 
  damage.
  Tail Sweep Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+8 (12) bludgeoning 
  damage.
  Tentacle Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  552
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  33
  55
  111
  179
  Speed
  30 ft.
  30 ft.
  30 ft.
  35 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  12 (+1)
  DEX 14 (+2)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 4 (-3)
  STR 
  17 (+3)
  DEX 17 (+3)
  CON 16 (+3)
  INT 
  5 (-3)
  WIS 
  17 (+3)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  5 (-3)
  WIS 
  17 (+3)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Aklo, Cannot Speak
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Chupar A chupacabra that pins an opponent or maintains a pin can suck blood from that opponent as a free action once per round, 
  dealing 1 point of Constitution damage. Upon successfully draining blood, the chupacabra is invigorated, gaining a significant boost 
  in speed for 10 rounds similar to the haste spell. The invigorated chupacabra can still drain blood - and in so doing increase the length 
  of its invigoration - but it gains no additional effects.  Ability damage from this effect is recovered following a long rest or any healing 
  magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Gang (3-7x)
    Treasure
  None
  chuPAcAbrA
  
  553
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3+1 
  (3) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d6+4 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit 
  1d4+4 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  554
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  18
  53
  90
  154
  Speed
  30 ft. Fly 60 ft. (Perfect)
  Size, Type, 
  Alignment
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Medium monstrosity, 
  chaotic neutral
  Large monstrosity, 
  chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  7 (-2)
  CHA 11 (+0)
  STR 
  5 (-3)
  DEX 15 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  7 (-2)
  CHA 11 (+0)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 14 (+2)
  INT 
  14 (+2)
  WIS 
  11 (+0)
  CHA 15 (+2)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  11 (+0)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +8, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Languages
  Auran, Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Air Blast A chuspiki can make a ranged attack with an intense air blast.  Treat this as a Gust of Wind.
  Feather Fall You can feather fall, as per the spell, as a constant ability.
  Wind Blessed A chuspiki is treated as a creature one size category larger for the purposes of determining the effects wind has upon it.
  Special 
  Abilities & 
  Qualities
  Wind Form Three times per day as an immediate action, a chuspiki can become insubstantial for 1 round. It gains resistance to all 
  physical attacks except magic, and becomes immune to poison, sneak attacks, precision damage, and critical hits. It can’t attack or use 
  any of its spell-like abilities while in wind form.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Hills or Mountains
    Rarity
  Rare
    Role
  Artillery / Normal
    Organization
  Solitary, Pair, or Flock (6-10x)
    Treasure
  Standard
  chusPiki
  
  555
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Air Blast Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d1+1 (2) 
  bludgeoning damage.
  Tail Fan Melee weapon 
  attack: -4 to hit, 
  reach 5 ft., one target.  
  Hit 1d4+0/x3 (2) 
  bludgeoning damage.
  Air Blast Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d1+1 (2) 
  bludgeoning damage.
  Tail Fan Melee weapon 
  attack: -5 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+0/x3 (4) 
  bludgeoning damage.
  Air Blast Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d1+1 (2) 
  bludgeoning damage.
  Tail Fan Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d6x3 (1) bludgeoning 
  damage.
  Air Blast Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d1+1 (2) 
  bludgeoning damage.
  Tail Fan Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d8x3 (1) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  feather fall (at will); gust of wind (at will)
  Spellcasting
  -
  Possessions
  -
  
  556
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  39
  90
  145
  223
  Speed
  30 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium aberration, 
  chaotic evil
  Large aberration, chaotic 
  evil
  Large aberration, chaotic 
  evil
  Huge aberration, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 3 (-4)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 7 (-2)
  STR 
  24 (+7)
  DEX 16 (+3)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 7 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  poisoned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Damage 1d8
  Saving Throw  
  Constitution DC 17
  Damage 2d8
  Saving Throw  
  Constitution DC 19
  Damage 3d8
  Saving Throw  
  Constitution DC 21
  Damage 4d8
  Paralytic Tentacles A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the 
  same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a 
  Constitution save each round on the chuul’s turn or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, a victim 
  automatically takes bludgeoning damage each round from the creature’s mandibles.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Swamps
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Pack (3-6x)
    Treasure
  Standard
  chuul
  
  557
  C
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d4+5 (8) slashing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 1d6+7 
  (10) slashing damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit 
  1d6+10 (14) slashing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+12 (16) slashing 
  damage.
  Illustration 17: Chuul
  
  558
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  48
  90
  155
  238
  Speed
  10 ft. Fly 40 ft. (Average)
  Size, Type, 
  Alignment
  Large aberration, chaotic 
  neutral
  Large aberration, chaotic 
  neutral
  Large aberration, chaotic 
  neutral
  Huge aberration, chaotic 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 16 (+3)
  STR 
  22 (+6)
  DEX 16 (+3)
  CON 22 (+6)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Undercommon
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Engulf A cloaker can try to wrap a creature at least one size category smaller than itself in its body as a standard action. The cloaker 
  attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the 
  engulfed victim with advantage on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing 
  cloaker deal half their damage to the monster and half to the trapped victim.
  Special 
  Abilities & 
  Qualities
  Saving Throws DC 16
  Saving Throws DC 17
  Saving Throws DC 19
  Saving Throws DC 22
  Moan A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear; All creatures in a 30-foot spread must 
  save (Wisdom negates) or become panicked for 2 rounds. Nausea; All creatures in a 30-foot cone must save (Constitution negates) 
  or fall prone and be nauseated for 1d4+1 rounds. Stupor; A single creature within 30 feet is affected by hold monster for 5 rounds 
  (Wisdom negates). Unnerve; Anyone within a 60-foot spread automatically suffers disadvantage on attack and damage rolls. Those in 
  the area for more than 6 consecutive rounds must save (Wisdom negates) or enter a trance, helpless until the moaning stops. Cloakers 
  are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker’s fear, nausea, or unnerve 
  moans cannot be affected by that same moan effect from that cloaker for 24 hours. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Underground
    Rarity
  Uncommon
    Role
  Controller / Normal
    Organization
  Solitary, Pair, Mob (3-6x), or Flock (7-12x)
    Treasure
  Standard
  cloAker
  
  559
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throws DC 16
  Saving Throws DC 17
  Saving Throws DC 19
  Saving Throws DC 22
  Shadow Shift When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 
  rounds, self only), mirror image (CL 6th), or silent image (CL 6th).
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+5 (10) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+3 (8) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 10 
  ft., one target.  Hit 2d6+5 
  (12) piercing damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+3 (10) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+8 (15) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10 (20) piercing 
  damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+5 (16) bludgeoning 
  damage.
  Illustration 18: Cloaker
  
  560
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  84
  119
  189
  236
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Acid Damage 4d6
  Saving Throw  
  Dexterity DC 15
  Acid Damage 6d6
  Saving Throw  
  Dexterity DC 18
  Acid Damage 8d6
  Saving Throw  
  Dexterity DC 19
  Acid Damage 10d6
  Breath Weapon 60’ Line of Acid, usable with Recharge 2. Breath weapons allow a Reflex save for half damage. You are immune to your 
  own breath weapon.
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, Acid)
  
  561
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  562
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  67
  120
  175
  218
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when 
  squeezing.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Acid Damage 4d6
  Saving Throw  
  Dexterity DC 15
  Acid Damage 6d6
  Saving Throw  
  Dexterity DC 18
  Acid Damage 8d6
  Saving Throw  
  Dexterity DC 19
  Acid Damage 10d6
  Breath Weapon 60’ Line of Acid, usable with Recharge 2. Breath weapons allow a Reflex save for half damage. You are immune to your 
  own breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, Acid, infiltrAtor)
  
  563
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  invisibility (3/day); see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  564
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  71
  117
  175
  214
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Damage  
  6d6 slashing & bludgeoning
  Damage  
  8d6 slashing & bludgeoning
  Damage  
  10d6 slashing & bludgeoning
  Damage  
  12d6 slashing & bludgeoning
  Bombard These clockwork dragons are used as highly mobile and powerful siege engines. While the destroyer clockwork 
  dragon lacks a breath weapon, as a full-round action taken while on solid ground, it can move its gears to pull its 
  wings apart and to rise up as a heavy bombard, a missile weapon with a range increment of 100 feet.  It still takes five 
  full-round actions on the part of the clockwork to load the bombard. The clockwork dragon can also take the actions 
  necessary to aim the bombard. A clockwork dragon carries enough ammunition to fire the bombard 10 times.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, Acid, destroyer)
  
  565
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  566
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  67
  116
  186
  228
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Fire Damage 8d6
  Saving Throw  
  Dexterity DC 15
  Fire Damage 10d6
  Saving Throw  
  Dexterity DC 18
  Fire Damage 12d6
  Saving Throw  
  Dexterity DC 19
  Fire Damage 14d6
  Breath Weapon 100’ Line of Fire, usable with Recharge 2. Breath weapons allow a Reflex save for half damage. You are immune to your 
  own breath weapon.
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, fire)
  
  567
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  568
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  73
  121
  155
  195
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Fire Damage 8d6
  Saving Throw  
  Dexterity DC 15
  Fire Damage 10d6
  Saving Throw  
  Dexterity DC 18
  Fire Damage 12d6
  Saving Throw  
  Dexterity DC 19
  Fire Damage 14d6
  Breath Weapon These clockwork dragons spray a 30-foot cone of flaming tar. Creatures in the area of effect take fire damage and are 
  entangled in a thick layer of flaming tar. A successful Dexterity save halves the damage and negates the entangled effect. Creatures are 
  entangled for 5 rounds as the tar burns. Entangled creatures take 3d6 points of fire damage each round on their turn. Spending a full-
  round action and succeeding at a Dexterity save removes the tar, freeing the trapped creature from the entanglement and further fire 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, flAming tAr)
  
  569
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  570
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  75
  111
  164
  211
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Saving Throw  
  Dexterity DC 15
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 19
  Breath Weapon Rust-breath clockwork dragons do not breathe fire. Instead, the creatures breathe out a fine mist of an alchemical 
  solvent that instantly rusts exposed metals. This so-called “rust breath” forth in a 60-foot line. Creatures can attempt a Dexterity save to 
  avoid the effect for attended items; however, they need to make a separate attempt for each exposed item. Each alchemical dragon can 
  hold enough of the alchemical solvent to make up to three breath weapon attacks before the solvent must be refilled manually, which 
  takes 10 minutes. These clockwork dragons are made of ironwood, adamantine, and other resistant materials immune to rusting of any 
  form.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, rust)
  
  571
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  572
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  77
  119
  174
  219
  Speed
  60 ft. Fly 100 ft. (Average) Swim 60 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Breath Weapon This clockwork dragon’s breath weapon is replaced with tanks of sleep gas. When the clockwork breathes out this gas in 
  a 30-foot cone, creatures within the cone must succeed a Wisdom save or fall asleep for 1d6+10 rounds. 
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (AdAmAntine, sleeP)
  
  573
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  574
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  73
  121
  191
  232
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Acid Damage 4d6
  Saving Throw  
  Dexterity DC 15
  Acid Damage 6d6
  Saving Throw  
  Dexterity DC 18
  Acid Damage 8d6
  Saving Throw  
  Dexterity DC 19
  Acid Damage 10d6
  Breath Weapon 60’ Line of Acid, usable with Recharge 2. Breath weapons allow a Reflex save for half damage. You are immune to your 
  own breath weapon.
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure.
  Mithral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl, Acid)
  
  575
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  576
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  75
  100
  166
  203
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Compression The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when 
  squeezing.
  Mithral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Acid Damage 4d6
  Saving Throw  
  Dexterity DC 15
  Acid Damage 6d6
  Saving Throw  
  Dexterity DC 18
  Acid Damage 8d6
  Saving Throw  
  Dexterity DC 19
  Acid Damage 10d6
  Breath Weapon 60’ Line of Acid, usable with Recharge 2. Breath weapons allow a Reflex save for half damage. You are immune to your 
  own breath weapon.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl, infiltrAtor)
  
  577
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  invisibility (3/day); see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  578
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  75
  128
  196
  245
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Mithral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl,  destroyer)
  
  579
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage  
  6d6 slashing & bludgeoning
  Damage  
  8d6 slashing & bludgeoning
  Damage  
  10d6 slashing & bludgeoning
  Damage  
  12d6 slashing & bludgeoning
  Bombard These clockwork dragons are used as highly mobile and powerful siege engines. While the destroyer clockwork 
  dragon lacks a breath weapon, as a full-round action taken while on solid ground, it can move its gears to pull its 
  wings apart and to rise up as a heavy bombard, a missile weapon with a range increment of 100 feet.  It still takes five 
  full-round actions on the part of the clockwork to load the bombard. The clockwork dragon can also take the actions 
  necessary to aim the bombard. A clockwork dragon carries enough ammunition to fire the bombard 10 times.
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  580
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  82
  131
  196
  233
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Fire Damage 8d6
  Saving Throw  
  Dexterity DC 15
  Fire Damage 10d6
  Saving Throw  
  Dexterity DC 18
  Fire Damage 12d6
  Saving Throw  
  Dexterity DC 19
  Fire Damage 14d6
  Breath Weapon 100’ Line of Fire, usable with Recharge 2. Breath weapons allow a Reflex save for half damage. You are immune to your 
  own breath weapon.
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Mithral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl, fire)
  
  581
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  582
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  73
  124
  182
  255
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Fire Damage 8d6
  Saving Throw  
  Dexterity DC 15
  Fire Damage 10d6
  Saving Throw  
  Dexterity DC 18
  Fire Damage 12d6
  Saving Throw  
  Dexterity DC 19
  Fire Damage 14d6
  Breath Weapon These clockwork dragons spray a 30-foot cone of flaming tar. Creatures in the area of effect take fire damage and are 
  entangled in a thick layer of flaming tar. A successful Dexterity save halves the damage and negates the entangled effect. Creatures are 
  entangled for 5 rounds as the tar burns. Entangled creatures take 3d6 points of fire damage each round on their turn. Spending a full-
  round action and succeeding at a Dexterity save removes the tar, freeing the trapped creature from the entanglement and further fire 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl, flAming tAr)
  
  583
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Mithral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  584
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  77
  117
  183
  227
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Saving Throw  
  Dexterity DC 15
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 19
  Breath Weapon Rust-breath clockwork dragons do not breathe fire. Instead, the creatures breathe out a fine mist of an alchemical 
  solvent that instantly rusts exposed metals. This so-called “rust breath” forth in a 60-foot line. Creatures can attempt a Dexterity save to 
  avoid the effect for attended items; however, they need to make a separate attempt for each exposed item. Each alchemical dragon can 
  hold enough of the alchemical solvent to make up to three breath weapon attacks before the solvent must be refilled manually, which 
  takes 10 minutes. These clockwork dragons are made of ironwood, adamantine, and other resistant materials immune to rusting of any 
  form.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl, rust)
  
  585
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  MIthral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  586
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  22 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  86
  111
  166
  213
  Speed
  70 ft. Fly 200 ft. (Good) Swim 70 ft.
  Size, Type, 
  Alignment
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Fire
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  16
  25
  29
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 13
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Breath Weapon This clockwork dragon’s breath weapon is replaced with tanks of sleep gas. When the clockwork breathes out this gas in 
  a 30-foot cone, creatures within the cone must succeed a Wisdom save or fall asleep for 1d6+10 rounds. 
  Special 
  Abilities & 
  Qualities
  See Invisibility You can See Invisibility, as per the spell, as a constant ability. 
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  MIthral Construction Once per day as a swift action, the clockwork dragon can gain the benefits of the haste spell for 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    Organization
  Solitary
    Treasure
  None
  clockwork drAgon (mithrAl, sleeP)
  
  587
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage  
  3d6 slashing /  
  3d6 fire
  Saving Throw  
  Dexterity DC 15
  Damage  
  4d6 slashing /  
  4d6 fire
  Saving Throw  
  Dexterity DC 18
  Damage  
  5d6 slashing /  
  5d6 fire
  Saving Throw  
  Dexterity DC 19
  Damage  
  6d6 slashing /  
  6d6 fire
  Self-Destruction When a clockwork dragon’s hit points are reduced to 10% of its total or less but are still above 0, the creature self-
  destructs on its next turn, bursting into an explosion of metal scraps and steam that deals slashing damage plus fire damage to all 
  creatures within a 20-foot-radius burst. A successful Dexterity save halves the damage.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+10 (20) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+10 (17) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+4 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+7 (12) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  4d4+15 (25) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+15 (22) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 1d10+5 (10) 
  bludgeoning damage.
  Wing Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  4d6+12 (26) piercing 
  damage.
  Claw Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d8+12 (21) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit  2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  8d6+16 (44) piercing 
  damage.
  Claw Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d8+16 (34) slashing 
  damage.
  Tail Slap Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Wing Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  
  Hit  4d6+16 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  see invisibility (at will)
  Spellcasting
  -
  Possessions
  -
  
  588
  C
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  12
  37
  55
  94
  Speed
  30 ft. Fly 50 ft. (Perfect)
  Size, Type, 
  Alignment
  Tiny construct, unaligned
  Tiny construct, unaligned
  Tiny construct, unaligned
  Small construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  9 (-1)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 16 (+3)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  13 (+1)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Cold, all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Electricity
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Electricity A clockwork familiar’s bite does an additional 1d6 electricity damage.
  Item Installation Each clockwork familiar possesses the ability to carry a magic item in its body. This specific item type is chosen at the 
  time of the construct’s creation, and cannot be changed. While the creature cannot activate or use the item, it gains certain constant 
  abilities from the resonant magic fields, and can drain the item’s magic as a free action in order to gain additional magical effects. In 
  addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself for 1d6 hit points as a 
  standard action. Removing a spent item and installing a new one is a full-round action.
  Special 
  Abilities & 
  Qualities
  Potion Installation The clockwork familiar gains a constant protection from good/evil/law/chaos effect (one type only, chosen each time 
  a new potion is installed). In addition, a clockwork familiar can drain the magic from the potion in order to grant this ability to a creature 
  sharing its space. This ability to include others in the protection effect lasts for 1 minute per spell level of the potion drained.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    Organization
  Solitary; Companion
    Treasure
  None
  clockwork fAmiliAr
  
  589
  C
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Electricity You take half again as much (+50%) damage as normal from Electricity, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure
  Standard 
  Actions
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d3 
  (4) piercing damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 0 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  0 ft., one target.  Hit 
  1d4+4 (6) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+7 
  (10) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  590
  Appendices
  Open Gaming License (OGL)
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, 
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  mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
  the Open Game License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written 
  permission.
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  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, 
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  Contributor to identify itself or its products or the associated products contributed to 
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  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
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  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
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  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard 
  Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
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  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
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  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
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  Spicer, Owen K.C. Stephens, and Russ Taylor.
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  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, 
  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
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  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John 
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  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
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  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
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  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/Aquilae - Bestiary of the Realm - Volume 1.pdf