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  1. Acererak's Warning
  Nalfeshnee
  Nalfeshnee
  Large fiend, chaotic evil
  Armor Class 18 (Natural Armor)
  Hit Points 184 (16d10 + 96)
  Speed 20 ft., fly 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  10 (+0) 
  22 (+6) 
  19 (+4) 
  12 (+1) 
  15 (+2)
  Saving Throws CON +11, INT +9, WIS +6, CHA +7
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 11
  Languages Abyssal, Telepathy
  Challenge 13 (10,000 XP)
  Magic Resistance. The yuan-ti has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The nalfeshnee uses Horror Nimbus if it can. It 
  then makes three attacks: one with its bite and two with its 
  claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 32 (5d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 15 (3d6 + 5) slashing damage.
  Horror Nimbus (Recharge 5–6). The nalfeshnee magically 
  emits scintillating, multicolored light. Each creature within 15 
  feet of the nalfeshnee that can see the light must succeed on 
  a DC 15 Wisdom saving throw or be frightened for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the creature 
  is immune to the nalfeshnee’s Horror Nimbus for the next 24 
  hours.
  Teleport. The nalfeshnee magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see.
  Gargoyle
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  11 (+0) 
  7 (-2)
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks that aren’t Adamantine
  Damage Immunities Poison
  Condition Immunities Exhaustion, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Terran
  Challenge 2 (450 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage.
  
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  5B. Devil Face
  Shadow Demon
  Shadow Demon
  Medium fiend (demon), chaotic evil
  Armor Class 13
  Hit Points 66 (12d8+12)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2)
  Saving Throws DEX +5, CHA +4
  Skills Stealth +7
  Damage Vulnerabilities Radiant
  Damage Resistances Acid, Fire, Necrotic, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks
  Damage Immunities Cold, Lightning, Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained
  Senses Darkvision 120 ft., Passive Perception 11
  Languages Abyssal, Telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Incorporeal Movement. The demon can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Shadow Stealth. While in dim light or darkness, the demon can 
  take the Hide action as a bonus action..
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had 
  advantage on the attack roll, 17 (4d6 + 3) psychic damage.
  10. Obo'laka's Tomb
  Wight
  Wight
  Medium undead, neutral evil
  Armor Class 14 (Studded Leather)
  Hit Points 45 (6d8+18)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The wight makes two longsword attacks or 
  two longbow attacks. It can use its Life Drain in place of one 
  longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  A humanoid slain by this attack rises 24 hours later as a zombie 
  under the wight’s control, unless the humanoid is restored to 
  life or its body is destroyed. The wight can have no more than 
  twelve zombies under its control at one time.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage.
  
  3
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  14. Moa's Tomb
  Flameskull
  Flameskull
  Tiny undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d4 + 18)
  Speed 0 ft., fly 40 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  15 (+2) 
  16 (+3)
  Skills Arcana +5, Perception +2
  Damage Resistances Lightning, Necrotic, Piercing
  Damage Immunities Cold, Fire, Poison
  Condition Immunities Charmed, Frightened, Paralyzed, 
  Poisoned, Prone
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Illumination. The flameskull sheds either dim light in a 15-foot 
  radius, or bright light in a 15-foot radius and dim light for an 
  additional 15 feet. It can switch between the options as an 
  action.
  Magic Resistance. The flameskull has advantage on saving 
  throws against spells and other magical effects.
  Rejuvenation. If the flameskull is destroyed, it regains all its hit 
  points in 1 hour unless holy water is sprinkled on its remains or 
  a dispel magic or remove curse spell is cast on them.
  Spellcasting. The flameskull is a 5th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to 
  hit with spell attacks). It requires no somatic or material 
  components to cast its spells. The flameskull has the following 
  wizard spells prepared:
  • Cantrip (at will): mage hand
  • 1st level (3 slots): magic missile, shield
  • 2nd level (2 slots): blur, flaming sphere
  • 3rd level (1 slot): fireball
  Actions
  Multiattack. The flameskull uses Fire Ray twice.
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. 
  Hit: 10 (3d6) fire damage.
  Swarm of Insects
  Swarm of Insects
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12 (Natural Armor)
  Hit Points 22 (5d8)
  Speed 20 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5)
  Damage Resistances Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses Blindsight 10 ft., Passive Perception 8
  Languages --
  Challenge 1/2 (100 XP)
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny snake. The swarm can’t regain hit points or 
  gain temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in 
  the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has half of its hit points or fewer.
  
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  16. Wongo's Tomb
  Mummy
  Mummy
  Medium undead, lawful evil
  Armor Class 11 (Natural Armor)
  Hit Points 58 (9d8 + 18)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (-1) 
  15 (+2) 
  6 (-2) 
  10 (+0) 
  12 (+1)
  Saving Throws WIS +2
  Damage Vulnerabilities Fire
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks
  Damage Immunities Necrotic, Poison
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Actions
  Multiattack. The mummy can use its Dreadful Glare and makes 
  one attack with its rotting fist.
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) 
  necrotic damage. If the target is a creature, it must succeed on 
  a DC 12 Constitution saving throw or be cursed with mummy 
  rot. The cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours that elapse. 
  If the curse reduces the target’s hit point maximum to 0, the 
  target dies, and its body turns to dust. The curse lasts until 
  removed by the remove curse spell or other magic.
  Dreadful Glare. The mummy targets one creature it can see 
  within 60 feet of it. If the target can see the mummy, it must 
  succeed on a DC 11 Wisdom saving throw against this magic 
  or become frightened until the end of the mummy’s next 
  turn. If the target fails the saving throw by 5 or more, it is also 
  paralyzed for the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all mummies 
  (but not mummy lords) for the next 24 hours.
  17. Underground Waterfall
  Mimic
  Mimic
  Medium monstrosity (shapechanger), neutral
  Armor Class 12 (Natural Armor)
  Hit Points 58 (9d8 + 18)
  Speed 15 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1)
  Skills Stealth +5
  Damage Immunities Acid
  Condition Immunities Prone
  Senses Darkvision 60 ft., Passive Perception 11
  Languages --
  Challenge 2 (450 XP)
  Shapechanger. The mimic can use its action to polymorph into 
  an object or back into its true, amorphous form. Its statistics 
  are the same in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form if it dies.
  Adhesive (Object Form Only). The mimic adheres to anything 
  that touches it. A Huge or smaller creature adhered to the 
  mimic is also grappled by it (escape DC 13). Ability checks 
  made to escape this grapple have disadvantage.
  False Appearance (Object Form Only). While the mimic remains 
  motionless, it is indistinguishable from an ordinary object.
  Grappler. The mimic has advantage on attack rolls against any 
  creature grappled by it.
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in 
  object form, the target is subjected to its Adhesive trait.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
  
  5
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  18. Devil Pit
  Swarm of Bats
  Swarm of Bats
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (-3) 
  15 (+2) 
  10 (+0) 
  2 (-4) 
  12 (+1) 
  4 (-3)
  Damage Resistances Bludgeoning, Piercing, Slashing
  Condition Immunities Charmed, Frightened, Grappled, 
  Paralyzed, Petrified, Prone, Restrained, Stunned
  Senses Blindsight 60 ft., Passive Perception 11
  Languages --
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can’t use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature’s space and 
  vice versa, and the swarm can move through any opening large 
  enough for a Tiny bat. The swarm can’t regain hit points or gain 
  temporary hit points.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature 
  in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) 
  piercing damage if the swarm has half of its hit points or fewer.
  21. Zombie Door
  Zombie
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8+9)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws WIS +0
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 8
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage.
  20. False Tomb
  Water Weird
  Water Weird
  Large elemental, neutral
  Armor Class 13
  Hit Points 58 (9d10+9)
  Speed 0 ft., swim 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  16 (+3) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0)
  Damage Resistances Fire; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Poisoned, Prone, Restrained, Unconscious
  Senses Blindsight 30 ft., Passive Perception 10
  Languages Aquan understands but doesn’t speak
  Challenge 3 (700 XP)
  Invisible in Water. The water weird is invisible while fully 
  immersed in water.
  Water Bound. The water weird dies if it leaves the water to 
  which it is bound or if that water is destroyed.
  Actions
  Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is 
  Medium or smaller, it is grappled (escape DC 13) and pulled 5 
  feet toward the water weird. Until this grapple ends, the target 
  is restrained, the water weird tries to drown it, and the water 
  weird can’t constrict another target.
  
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  22. Papazotl's Tomb
  Skeleton
  Skeleton
  Medium undead, neutral evil
  Armor Class 13 (Armor Scraps)
  Hit Points 13 (2d8+4)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Understands all languages it knew in life but can’t 
  speak
  Challenge 1/4 (50 XP)
  Actions
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  23. Bottled Genie
  Dao
  Dao
  Large elemental, neutral evil
  Armor Class 18 (Natural Armor)
  Hit Points 187 (15d10+105)
  Speed 30 ft., burrow 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  12 (+1) 
  24 (+7) 
  12 (+1) 
  13 (+1) 
  14 (+2)
  Saving Throws INT +5, WIS +5, CHA +6
  Condition Immunities Petrified
  Senses Darkvision 120 ft., Passive Perception 11
  Languages Terran
  Challenge 11 (7,200 XP)
  Earth Glide. The dao can burrow through nonmagical, 
  unworked earth and stone. While doing so, the dao doesn’t 
  disturb the material it moves through.
  Elemental Demise. If the dao dies, its body disintegrates into 
  crystalline powder, leaving behind only equipment the dao was 
  wearing or carrying.
  Innate Spellcasting. The dao’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). It 
  can innately cast the following spells, requiring no material 
  components:
  • At will: detect evil and good, detect magic, stone shape
  • 3/day each: passwall, move earth, tongues
  • 1/day each: conjure elemental (earth elemental only), gaseous 
  form, invisibility, phantasmal killer, plane shift, wall of stone
  Sure-Footed. The dao has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone.
  Actions
  Multiattack. The dao makes two fist attacks or two maul 
  attacks.
  Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage.
  Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or 
  smaller creature, it must succeed on a DC 18 Strength check or 
  be knocked prone.
  Bronze Shield
  Bronze Shield
  Armor Class 15
  Hit Points 10
  Speed 0 ft.
  Damage Immunities All Damage Except Force
  Actions
  Spear. Ranged Spell Attack: +10 to hit, one target. Hit: 18 (4d8) 
  force damage. A target reduced to 0 hit points by this attack is 
  disintegrated and turns to dust.
  
  7
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  24. Nangnang's Tomb
  Grey Slaad
  Grey Slaad
  Medium aberration (shapechanger), chaotic neutral
  Armor Class 18 (Natural Armor)
  Hit Points 127 (17d8+51)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  17 (+3) 
  16 (+3) 
  13 (+1) 
  8 (-1) 
  14 (+2)
  Skills Arcana +5, Perception +7
  Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 17
  Languages Slaad, Telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Shapechanger. The slaad can use its action to polymorph into 
  a Small or Medium humanoid, or back into its true form. Its 
  statistics, other than its size, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. It reverts 
  to its true form if it dies.
  Innate Spellcasting. The slaad’s innate spellcasting ability is 
  Charisma (spell save DC 14). The slaad can innately cast the 
  following spells, requiring no material components:
  • At will: detect magic, detect thoughts, invisibility (self only), 
  mage hand, major image
  • 2/day each: fear, fly, fireball, tongues
  • 1/day: plane shift (self only)
  Magic Resistance. The slaad has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The slaad’s weapon attacks are magical.
  Regeneration. The slaad regains 10 hit points at the start of its 
  turn if it has at least 1 hit point.
  Actions
  Multiattack. The slaad makes three attacks: one with its bite 
  and two with its claws or greatsword.
  Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  25. Scrying Pool
  Tomb Guardian
  Tomb Guardian
  Medium construct, neutral
  Armor Class 17 (Plate Armor)
  Hit Points 93 (11d8+44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Skills Arcana +5, Perception +7
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that aren’t 
  Adamantine
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP)
  Shapechanger. The slaad can use its action to polymorph into 
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action 
  to make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of 
  its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  Spiked Gauntlets. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) 
  piercing damage.
  
  8  |   
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  Tomb Dwarf
  Tomb Dwarf
  Medium undead, neutral evil
  Armor Class 14 (Studded Leather)
  Hit Points 45 (6d8+18)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The wight makes two battleaxe attacks or two light 
  crossbow attacks. It can use its Life Drain in place of one light 
  crossbow attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  A humanoid slain by this attack rises 24 hours later as a zombie 
  under the wight’s control, unless the humanoid is restored to 
  life or its body is destroyed. The wight can have no more than 
  twelve zombies under its control at one time.
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  27. Forge of the Tomb Dwarves
  Tomb Guardian
  Tomb Guardian
  Medium construct, neutral
  Armor Class 17 (Plate Armor)
  Hit Points 93 (11d8+44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Skills Arcana +5, Perception +7
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that aren’t 
  Adamantine
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP)
  Shapechanger. The slaad can use its action to polymorph into 
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action 
  to make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of 
  its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  Spiked Gauntlets. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) 
  piercing damage.
  
  9
     |
     |
  Crawling Claw
  Crawling Claw
  Tiny undead, neutral evil
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 20 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (-3) 
  10 (+0) 
  4 (-3)
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses Blindsight 30 ft. (blind beyond this radius), Passive 
  Perception 10
  Languages Common understands but can’t speak
  Challenge 0 (10 XP)
  Turn Immunity. The claw is immune to effects that turn undead.
  Actions
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) bludgeoning or slashing damage (claw’s 
  choice).
  28. Withers's Office
  Withers
  Withers
  Medium undead, neutral evil
  Armor Class 14 (Studded Leather)
  Hit Points 45 (6d8+18)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Common
  Challenge 4 (1,100 XP)
  Sunlight Sensitivity. While in sunlight, Withers has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Magical Amulet. He wears an amulet of the black skull with 6 
  charges.
  Spellcasting. Withers is a 9th-level spellcaster. His spellcasting 
  ability is Intelligence (spell save DC 13; +5 to hit with spell 
  attacks). He has the following wizard spells prepared:
  • Cantrips (at will): acid splash, mage hand, minor illusion, 
  prestidigitation
  • 1st level (4 slots): detect magic, expeditious retreat, feather fall, 
  thunderwave
  • 2nd level (3 slots): darkness, hold person, rope trick
  • 3rd level (3 slots): dispel magic, lightning bolt
  • 4th level (3 slots): blight, wall of fire
  • 5th level (1 slot): telekinesis
  Actions
  Multiattack. The wight makes two battleaxe attacks or two light 
  crossbow attacks. It can use its Life Drain in place of one light 
  crossbow attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  A humanoid slain by this attack rises 24 hours later as a zombie 
  under the wight’s control, unless the humanoid is restored to 
  life or its body is destroyed. The wight can have no more than 
  twelve zombies under its control at one time.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  
  10
  10  |   
   |   
  38A. Control Room
  Tomb Guardian
  Tomb Guardian
  Medium construct, neutral
  Armor Class 17 (Plate Armor)
  Hit Points 93 (11d8+44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Skills Arcana +5, Perception +7
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that aren’t 
  Adamantine
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP)
  Shapechanger. The slaad can use its action to polymorph into 
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action 
  to make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of 
  its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  Spiked Gauntlets. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) 
  piercing damage.
  39. Golem Pit
  Clay Golem
  Clay Golem
  Large construct, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 133 (14d10+56)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5)
  Damage Immunities Acid, Poison, Psychic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that aren’t 
  Adamantine
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 9 (5,000 XP)
  Acid Absorption. Whenever the golem is subjected to acid 
  damage, it takes no damage and instead regains a number of hit 
  points equal to the acid damage dealt.
  Berserk. Whenever the golem starts its turn with 60 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 15 Constitution saving throw 
  or have its hit point maximum reduced by an amount equal to 
  the damage taken. The target dies if this attack reduces its hit 
  point maximum to 0. The reduction lasts until removed by the 
  greater restoration spell or other magic.
  Haste (Recharge 5–6). Until the end of its next turn, the 
  golem magically gains a +2 bonus to its AC, has advantage on 
  Dexterity saving throws, and can use its slam attack as a bonus 
  action.
  
  11
  11
     |
     |
  42. Kubazan's Shrine
  Wraith
  Wraith
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances Acid, Cold, Fire, Lightning, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks that aren’t Silvered
  Damage Immunities Necrotic, Poison
  Condition Immunities Charmed, Exhaustion, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained
  Senses Darkvision 60 ft., Passive Perception 12
  Languages The languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the wraith’s control. The wraith can have no more than seven 
  specters under its control at one time.
  41. Tomb Guardians
  Tomb Guardian
  Tomb Guardian
  Medium construct, neutral
  Armor Class 17 (Plate Armor)
  Hit Points 93 (11d8+44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  9 (-1) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3)
  Skills Arcana +5, Perception +7
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that aren’t 
  Adamantine
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Understands the languages of its creator but can’t 
  speak
  Challenge 6 (2,300 XP)
  Shapechanger. The slaad can use its action to polymorph into 
  Berserk. Whenever the golem starts its turn with 40 hit points 
  or fewer, roll a d6. On a 6, the golem goes berserk. On each of 
  its turns while berserk, the golem attacks the nearest creature it 
  can see. If no creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an object smaller 
  than itself. Once the golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit points.
  The golem’s creator, if within 60 feet of the berserk golem, can 
  try to calm it by speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must take an action 
  to make a DC 15 Charisma (Persuasion) check. If the check 
  succeeds, the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might go berserk 
  again.
  Aversion of Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the end of 
  its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected to 
  lightning damage, it takes no damage and instead regains a 
  number of hit points equal to the lightning damage dealt.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The golem makes two melee attacks.
  Spiked Gauntlets. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) 
  piercing damage.
  
  12
  12  |   
   |   
  44. Vault of the Beholder
  Belchorzh (Beholder)
  Belchorzh (Beholder)
  Large aberration, lawful evil
  Armor Class 18 (Natural Armor)
  Hit Points 180 (19d10+76)
  Speed 0 ft., fly 20 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  14 (+2) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  17 (+3)
  Saving Throws INT +8, WIS +7, CHA +8
  Skills Perception +12
  Condition Immunities Prone
  Senses Darkvision 120 ft., Passive Perception 22
  Languages Deep Speech, Undercommon
  Challenge 13 (10,000 XP)
  Antimagic Cone. The beholder’s central eye creates an area of 
  antimagic, as in the antimagic field spell, in a 150-foot-cone. At 
  the start of each of its turns, the beholder decides which way 
  the cone faces and whether the cone is active. The area works 
  against the beholder’s own eye rays.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  14 (4d6) piercing damage.
  Eye Rays. The beholder shoots three of the following magical 
  eye rays at random (reroll duplicates), choosing one to three 
  targets it can see within 120 feet of it:
  1. Charm Ray. The targeted creature must succeed on a DC 16 
  Wisdom saving throw or be charmed by the beholder for 1 
  hour, or until the beholder harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 
  16 Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 16 
  Wisdom saving throw or be frightened for 1 minute. The target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 16 
  Dexterity saving throw. On a failed save, the target’s speed 
  is halved for 1 minute. In addition, the creature can’t take 
  reactions, and it can take either an action or a bonus action 
  on its turn, not both. The creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on a 
  success.
  5. Enervation Ray. The targeted creature must make a DC 16 
  Constitution saving throw, taking 36 (8d8) necrotic damage 
  on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on 
  a DC 16 Strength saving throw or the beholder moves it up to 
  30 feet in any direction. It is restrained by the ray’s telekinetic 
  grip until the start of the beholder’s next turn or until the 
  beholder is incapacitated. 
   If the target is an object weighing 300 pounds or less that 
  isn’t being worn or carried, it is moved up to 30 feet in any 
  direction. The beholder can also exert fine control on objects 
  with this ray, such as manipulating a simple tool or opening a 
  door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 16 
  Wisdom saving throw or fall asleep and remain unconscious 
  for 1 minute. The target awakens if it takes damage or another 
  creature takes an action to wake it. This ray has no effect on 
  constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 16 
  Dexterity saving throw. On a failed save, the creature begins 
  to turn to stone and is restrained. It must repeat the saving 
  throw at the end of its next turn. On a success, the effect 
  ends. On a failure, the creature is petrified until freed by the 
  greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed 
  on a DC 16 Dexterity saving throw or take 45 (10d8) force 
  damage. If this damage reduces the creature to 0 hit points, 
  its body becomes a pile of fine gray dust. 
   If the target is a Large or smaller nonmagical object or 
  creation of magical force, it is disintegrated without a saving 
  throw. If the target is a Huge or larger object or creation of 
  magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 16 
  Dexterity saving throw or take 55 (10d10) necrotic damage. 
  The target dies if the ray reduces it to 0 hit points.
  Legendary Actions
  The beholder can take 3 legendary actions, using the Eye Ray 
  option below. It can take only one legendary action at a time 
  and only at the end of another creature’s turn. The beholder 
  regains spent legendary actions at the start of its turn.
  Eye Ray. The beholder uses one random eye ray.
  
  13
  13
     |
     |
  45. Gargoyle Guardians
  Giant Four-Armed Gargoyle
  Giant Four-Armed Gargoyle
  Large elemental, chaotic evil
  Armor Class 17 (Natural Armor)
  Hit Points 147 (14d10 + 70)
  Speed 30 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  20 (+5) 
  6 (-2) 
  11 (+0) 
  9 (-1)
  Saving Throws WIS +4
  Skills Perception +4
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks that aren’t Adamantine
  Damage Immunities Poison
  Condition Immunities Exhaustion, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Terran
  Challenge 10 (5,900 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes five attacks: one with its bite 
  and four with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  49. Maze of Death
  Bodak
  Bodak
  Medium undead, chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  16 (+3) 
  15 (+2) 
  7 (-2) 
  12 (+1) 
  12 (+1)
  Skills Perception +4, Stealth +6
  Damage Resistances Cold, Fire, Necrotic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Lightning, Poison
  Condition Immunities Charmed, Frightened, Poisoned
  Senses Darkvision 120 ft., Passive Perception 14
  Languages Abyssal , the languages it knew in life
  Challenge 6 (2,300 XP)
  Aura of Annihilation. The bodak can activate or deactivate this 
  feature as a bonus action. While active, the aura deals 5 necrotic 
  damage to any creature that ends its turn within 30 feet of the 
  bodak. Undead and fiends ignore this effect.
  Death Gaze. When a creature that can see the bodak’s eyes 
  starts its turn within 30 feet of the bodak, the bodak can force 
  it to make a DC 13 Constitution saving throw if the bodak isn’t 
  incapacitated and can see the creature. If the saving throw fails 
  by 5 or more, the creature is reduced to 0 hit points, unless it 
  is immune to the frightened condition. Otherwise, a creature 
  takes 16 (3d10) psychic damage on a failed save.
  Unless surprised, a creature can avert its eyes to avoid the 
  saving throw at the start of its turn. If the creature does so, it 
  has disadvantage on attack rolls against the bodak until the 
  start of its next turn. If the creature looks at the bodak in the 
  meantime, it must immediately make the saving throw.
  Sunlight Hypersensitivity. The bodak takes 5 radiant damage 
  when it starts its turn in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks.
  Actions
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.
  Withering Gaze. One creature that the bodak can see within 60 
  feet of it must make a DC 13 Constitution saving throw, taking 
  22 (4d10) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  48. Shagambi's Tomb
  Terracotta Warrior
  Terracotta Warrior
  Medium construct, unaligned
  Armor Class 18 (Natural Armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5)
  Damage Immunities Poison, Psychic
  Condition Immunities Blinded, Charmed, Deafened, Exhaustion, 
  Frightened, Paralyzed, Petrified, Poisoned
  Senses Blindsight 60 ft. (blind beyond this radius), Passive 
  Perception 6
  Languages --
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The terracotta warrior is incapacitated 
  while in the area of an antimagic field. If targeted by dispel 
  magic, the terracotta warrior must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the terracotta warrior remains 
  motionless, it is indistinguishable from a normal statue.
  Brittle. If a critical hit is scored against a terracotta warrior, it 
  shatters and is destroyed.
  Actions
  Multiattack. The terracotta warrior makes two melee attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  
  14
  14  |   
   |   
  50. Mirror of Life Trapping 1
  A'tan (Commoner)
  A'tan (Commoner)
  Medium humanoid (human), chaotic neutral
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0)
  Senses Passive Perception 10
  Languages Any one language (usually Common)
  Challenge 0 (10 XP)
  Actions
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) bludgeoning damage.
  Invisible Stalker
  Invisible Stalker
  Medium elemental, neutral
  Armor Class 14
  Hit Points 104 (16d8 + 32)
  Speed 50 ft., fly 50 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  19 (+4) 
  14 (+2) 
  10 (+0) 
  15 (+2) 
  11 (+0)
  Skills Perception +8, Stealth +10
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Petrified, Poisoned, Prone, Restrained, Unconscious
  Senses Darkvision 60 ft., Passive Perception 18
  Languages Auran Understands Common but doesn’t speak it
  Challenge 6 (2,300 XP)
  Invisibility. The stalker is invisible.
  Faultless Tracker. The stalker is given a quarry by its summoner. 
  The stalker knows the direction and distance to its quarry as 
  long as the two of them are on the same plane of existence. The 
  stalker also knows the location of its summoner.
  Actions
  Multiattack. The stalker makes two slam attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Zaal (Minotaur)
  Zaal (Minotaur)
  Large monstrosity, neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 76 (9d10 + 27)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  16 (+3) 
  9 (-1)
  Skills Perception +7
  Senses Darkvision 60 ft., Passive Perception 17
  Languages Abyssal
  Challenge 3 (700 XP)
  Charge. If the minotaur moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or 
  be pushed up to 10 feet away and knocked prone.
  Labyrinthine Recall. The minotaur can perfectly recall any path 
  it has traveled.
  Reckless. At the start of its turn, the minotaur can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Yraggath (Troll)
  Yraggath (Troll)
  Large giant, chaotic evil
  Armor Class 15 (Natural Armor)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (-2) 
  9 (-1) 
  7 (-2)
  Skills Perception +2
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Giant
  Challenge 5 (1,800 XP)
  Keen Smell. The troll has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start of its 
  turn. If the troll takes acid or fire damage, this trait doesn’t 
  function at the start of the troll’s next turn. The troll dies only if 
  it starts its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The troll makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  7 (1d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  
  15
  15
     |
     |
  50. Mirror of Life Trapping 2
  Tlad Xolbrys (Drow Mage)
  Tlad Xolbrys (Drow Mage)
  Medium humanoid (elf), neutral evil
  Armor Class 12 (Studded Leather, Shield)
  Hit Points 45 (10d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  10 (+0) 
  17 (+3) 
  13 (+1) 
  12 (+1)
  Skills Arcana +6, Deception +5, Perception +4, Stealth +5
  Senses Darkvision 120 ft., Passive Perception 14
  Languages Elvish, Undercommon
  Challenge 7 (2,900 XP)
  Fey Ancestry. The drow has advantage on saving throws against 
  being charmed, and magic can’t put the drow to sleep.
  Innate Spellcasting. The drow’s innate spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  • At will: dancing lights
  • 1/day each: darkness, faerie fire, levitate (self only)
  Spellcasting. The drow is a 10th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). The drow has the following wizard spells 
  prepared:
  • Cantrips (at will): mage hand, minor illusion, poison spray, ray 
  of frost
  • 1st level (4 slots): mage armor, magic missile, shield, witch bolt
  • 2nd level (3 slots): alter self, misty step, web
  • 3rd level (3 slots): fly, lightning bolt
  • 4th level (3 slots): Evard’s black tentacles, greater invisibility
  • 5th level (2 slots): cloudkill
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) 
  bludgeoning damage if used with two hands, plus 3 (1d6) 
  poison damage.
  Summon Demon (1/Day). The drow magically summons a 
  quasit, or attempts to summon a shadow demon with a 50 
  percent chance of success. The summoned demon appears in 
  an unoccupied space within 60 feet of its summoner, acts as 
  an ally of its summoner, and can’t summon other demons. It 
  remains for 10 minutes, until it or its summoner dies, or until 
  its summoner dismisses it as an action.
  Pox "Biff" (Doppelganger)
  Pox "Biff" (Doppelganger)
  Medium monstrosity (shapechanger), neutral
  Armor Class 14
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  14 (+1)
  Skills Deception +6, Insight +3
  Condition Immunities Charmed
  Senses Darkvision 60 ft., Passive Perception 11
  Languages Common
  Challenge 3 (700 XP)
  Shapechanger. The doppelganger can use its action to 
  polymorph into a Small or Medium humanoid it has seen, or 
  back into its true form. Its statistics, other than its size, are the 
  same in each form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Ambusher. The doppelganger has advantage on attack rolls 
  against any creature it has surprised.
  Surprise Attack. If the doppelganger surprises a creature and 
  hits it with an attack during the first round of combat, the target 
  takes an extra 10 (3d6) damage from the attack..
  Actions
  Multiattack. The doppelganger makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage.
  Read Thoughts. The doppelganger magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 
  2 inches of metal, or a thin sheet of lead blocks it. While the 
  target is in range, the doppelganger can continue reading its 
  thoughts, as long as the doppelganger’s concentration isn’t 
  broken (as if concentrating on a spell). While reading the 
  target’s mind, the doppelganger has advantage on Wisdom 
  (Insight) and Charisma (Deception, Intimidation, and 
  Persuasion) checks against the target.
  Stirge
  Stirge
  Tiny beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 2 (1d4)
  Speed 10 ft., fly 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   4 (-3) 
  16 (+3) 
  11 (+0) 
  2 (-4) 
  8 (-1) 
  6 (-2)
  Senses Darkvision 60 ft., Passive Perception 9
  Languages --
  Challenge 1/8 (25 XP)
  Actions
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge 
  attaches to the target. While attached, the stirge doesn’t attack. 
  Instead, at the start of each of the stirge’s turns, the target loses 
  5 (1d4 + 3) hit points due to blood loss.
  The stirge can detach itself by spending 5 feet of its movement. 
  It does so after it drains 10 hit points of blood from the target 
  or the target dies. A creature, including the target, can use its 
  action to detach the stirge.
  
  16
  16  |   
   |   
  Lukanu (Champion)
  Lukanu (Champion)
  Medium humanoid (human), neutral
  Armor Class 18 (Plate)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  15 (+2) 
  15 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1)
  Saving Throws STR +9, CON +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses Passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP)
  Indomitable (2/Day). The champion rerolls a failed saving 
  throw.
  Second Wind (Recharges after a Short or Long Rest). As a bonus 
  action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing 
  damage if the champion has more than half of its total hit 
  points remaining.
  Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) 
  piercing damage if the champion has more than half of its total 
  hit points remaining.
  50. Mirror of Life Trapping 3
  Giant Four-Armed Gargoyle
  Giant Four-Armed Gargoyle
  Large elemental, chaotic evil
  Armor Class 17 (Natural Armor)
  Hit Points 147 (14d10 + 70)
  Speed 30 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  11 (+0) 
  20 (+5) 
  6 (-2) 
  11 (+0) 
  9 (-1)
  Saving Throws WIS +4
  Skills Perception +4
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks that aren’t Adamantine
  Damage Immunities Poison
  Condition Immunities Exhaustion, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Terran
  Challenge 10 (5,900 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes five attacks: one with its bite 
  and four with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  51. Ghastly Door
  Ghast
  Ghast
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1)
  Damage Resistances Necrotic
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Stench. Any creature that starts its turn within 5 feet of the 
  ghast must succeed on a DC 10 Constitution saving throw or 
  be poisoned until the start of its next turn. On a successful 
  saving throw, the creature is immune to the ghast’s Stench for 
  24 hours.
  Turning Defiance. The ghast and any ghouls within 30 feet of 
  it have advantage on saving throws against effects that turn 
  undead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. If the target is a creature 
  other than an undead, it must succeed on a DC 10 Constitution 
  saving throw or be paralyzed for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  
  17
  17
     |
     |
  52. Throne Room
  Blind Artist
  Blind Artist
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8+9)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3)
  Saving Throws WIS +0
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Blindsight 30 ft. (blind beyond this radius), Passive 
  Perception 8
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 0 (0 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  Tyrannosaurus Zombie
  Tyrannosaurus Zombie
  Huge undead, unaligned
  Armor Class 11 (Natural Armor)
  Hit Points 136 (13d12 + 52)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   25 (+7) 
  6 (-2) 
  19 (+4) 
  1 (-5) 
  3 (-4) 
  5 (-3)
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 6
  Languages --
  Challenge 8 (3,900 XP)
  Disgorge Zombie. As a bonus action, the tyrannosaurus zombie 
  can disgorge a normal zombie, which appears in an unoccupied 
  space within 10 feet of it. The disgorged zombie acts on its own 
  initiative count. After a zombie is disgorged, roll a d6. On a roll 
  of 1, the tyrannosaurus zombie runs out of zombies to disgorge 
  and loses this trait. If the tyrannosaurus zombie still has this 
  trait when it dies, 1d4 normal zombies erupt from its corpse 
  at the start of its next turn. These zombies act on their own 
  initiative count.
  Undead Fortitude. If damage reduces the tyrannosaurus zombie 
  to 0 hit points, it must make a Constitution saving throw with 
  a DC of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  Actions
  Multiattack. The tyrannosaurus zombie makes two attacks: 
  one with its bite and one with its tail. It can’t make both attacks 
  against the same target.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium 
  or smaller creature, it is grappled (escape DC 17). Until this 
  grapple ends, the target is restrained and the tyrannosaurus 
  zombie can’t bite another target or disgorge zombies.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 20 (3d8 + 7) bludgeoning damage.
  55. Unkh's Tomb
  Minotaur Skeleton
  Minotaur Skeleton
  Large undead, lawful evil
  Armor Class 12 (Natural Armor)
  Hit Points 67 (9d10 + 18)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 9
  Languages Understands Abyssal but can’t speak it
  Challenge 2 (450 XP)
  Charge. If the skeleton moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or 
  be pushed up to 10 feet away and knocked prone.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  Minotaur
  Minotaur
  Large monstrosity, neutral evil
  Armor Class 14 (Natural Armor)
  Hit Points 76 (9d10 + 27)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  16 (+3) 
  9 (-1)
  Skills Perception +7
  Senses Darkvision 60 ft., Passive Perception 17
  Languages Abyssal
  Challenge 3 (700 XP)
  Charge. If the minotaur moves at least 10 feet straight toward a 
  target and then hits it with a gore attack on the same turn, the 
  target takes an extra 9 (2d8) piercing damage. If the target is a 
  creature, it must succeed on a DC 14 Strength saving throw or 
  be pushed up to 10 feet away and knocked prone.
  Labyrinthine Recall. The minotaur can perfectly recall any path 
  it has traveled.
  Reckless. At the start of its turn, the minotaur can gain 
  advantage on all melee weapon attack rolls it makes during that 
  turn, but attack rolls against it have advantage until the start of 
  its next turn.
  Actions
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage.
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage.
  
  18
  18  |   
   |   
  57. Oubliette
  Otyugh
  Otyugh
  Large aberration, natural
  Armor Class 14 (Natural Armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  19 (+4) 
  6 (-2) 
  13 (+1) 
  6 (-2)
  Saving Throws CON +7
  Senses Darkvision 120 ft., Passive Perception 11
  Languages Otyugh
  Challenge 5 (1,800 XP)
  Limited Telepathy. The otyugh can magically transmit simple 
  messages and images to any creature within 120 feet of it that 
  can understand a language. This form of telepathy doesn’t allow 
  the receiving creature to telepathically respond.
  Actions
  Multiattack. The otyugh makes three attacks: one with its bite 
  and two with its tentacles.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  12 (2d8 + 3) piercing damage. If the target is a creature, it must 
  succeed on a DC 15 Constitution saving throw against disease 
  or become poisoned until the disease is cured. Every 24 hours 
  that elapse, the target must repeat the saving throw, reducing 
  its hit point maximum by 5 (1d10) on a failure. The disease is 
  cured on a success. The target dies if the disease reduces its 
  hit point maximum to 0. This reduction to the target’s hit point 
  maximum lasts until the disease is cured.
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) 
  piercing damage. If the target is Medium or smaller, it is 
  grappled (escape DC 13) and restrained until the grapple ends. 
  The otyugh has two tentacles, each of which can grapple one 
  target.
  Tentacle Slam. The otyugh slams creatures grappled by it into 
  each other or a solid surface. Each creature must succeed 
  on a DC 14 Constitution saving throw or take 10 (2d6 + 3) 
  bludgeoning damage and be stunned until the end of the 
  otyugh’s next turn. On a successful save, the target takes half 
  the bludgeoning damage and isn’t stunned.
  58. Cog of Rot
  Shambling Mound
  Shambling Mound
  Large aberration, natural
  Armor Class 15 (Natural Armor)
  Hit Points 136 (16d10 + 48)
  Speed 20 ft., swim 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  10 (+0) 
  5 (-3)
  Skills Stealth +2
  Damage Resistances Cold, Fire
  Damage Immunities Lightning
  Condition Immunities Blinded, Deafened, Exhaustion
  Senses Blindsight 60 ft. (blind beyond this radius), Passive 
  Perception 10
  Languages --
  Challenge 5 (1,800 XP)
  Lightning Absorption. Whenever the shambling mound is 
  subjected to lightning damage, it takes no damage and regains 
  a number of hit points equal to the lightning damage dealt.
  Actions
  Multiattack. The shambling mound makes two slam attacks. 
  If both attacks hit a Medium or smaller target, the target is 
  grappled (escape DC 14), and the shambling mound uses its 
  Engulf on it.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Engulf. The shambling mound engulfs a Medium or smaller 
  creature grappled by it. The engulfed target is blinded, 
  restrained, and unable to breathe, and it must succeed on a DC 
  14 Constitution saving throw at the start of each of the mound’s 
  turns or take 13 (2d8 + 4) bludgeoning damage. If the mound 
  moves, the engulfed target moves with it. The mound can have 
  only one creature engulfed at a time.
  
  19
  19
     |
     |
  60. Cog of Blood 1
  Orc War Chief
  Orc War Chief
  Medium humanoid (orc), chaotic evil
  Armor Class 16 (Chain Mail)
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  12 (+1) 
  18 (+4) 
  11 (+0) 
  11 (+0) 
  16 (+3)
  Saving Throws STR +6, CON +6, WIS +2
  Skills Intimidation +5
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Orc
  Challenge 4 (1,100 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see.
  Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it 
  hits with a weapon attack (included in the attacks).
  Actions
  Multiattack. The orc makes two attacks with its greataxe or its 
  spear.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 15 (1d12 + 4 plus 1d8) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing 
  damage, or 13 (2d8 + 4) piercing damage if used with two hands 
  to make a melee attack.
  Battle Cry (1/Day). Each creature of the war chief’s choice that 
  is within 30 feet of it, can hear it, and not already affected by 
  Battle Cry gain advantage on attack rolls until the start of the 
  war chief’s next turn. The war chief can then make one attack as 
  a bonus action.
  Orc
  Orc
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (Hide Armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  11 (+0) 
  10 (+0)
  Skills Intimidation +2
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up to its speed 
  toward a hostile creature that it can see.
  Actions
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Mezzoloth
  Mezzoloth
  Medium fiend (yugoloth), neutral evil
  Armor Class 16 (Chain Mail)
  Hit Points 75 (10d8 + 30)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  11 (+0) 
  16 (+3) 
  7 (-2) 
  10 (+0) 
  11 (+0)
  Skills Perception +3
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Acid, Poison
  Condition Immunities Poisoned
  Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 13
  Languages Abyssal, Infernal, Telepathy 60 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The mezzoloth’s innate spellcasting ability 
  is Charisma (spell save DC 11). The mezzoloth can innately cast 
  the following spells, requiring no material components:
  • 2/day each: darkness, dispel magic
  • 1/day: cloudkill
  Magic Resistance. The mezzoloth has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The mezzoloth’s weapon attacks are magical.
  Actions
  Multiattack. The mezzoloth makes two attacks: one with its 
  claws and one with its trident.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) slashing damage.
  Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 
  8 (1d8 + 4) piercing damage when held with two claws and used 
  to make a melee attack.
  Teleport. The mezzoloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  Monodrone
  Monodrone
  Medium construct, lawful neutral
  Armor Class 15 (Natural Armor)
  Hit Points 5 (1d8 + 1)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  13 (+1) 
  12 (+1) 
  4 (-3) 
  10 (+0) 
  5 (-3)
  Senses Truesight 120 ft., Passive Perception 10
  Languages Modron
  Challenge 1/8 (25 XP)
  Axiomatic Mind. The monodrone can’t be compelled to act in a 
  manner contrary to its nature or its instructions.
  Disintegration. If the monodrone dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else it was 
  carrying.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  
  20
  20  |   
   |   
  60. Cog of Blood 2
  Will-o'-Wisps
  Will-o'-Wisps
  Tiny undead, chaotic evil
  Armor Class 19
  Hit Points 22 (9d4)
  Speed 0 ft., fly 50 ft. (hover)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   1 (-5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0)
  Damage Resistances Acid, Cold, Fire, Necrotic, Thunder; 
  Bludgeoning, Piercing, and Slashing from Nonmagical 
  Attacks
  Damage Immunities Lightning, Poison
  Condition Immunities Exhaustion, Grappled, Paralyzed, 
  Poisoned, Prone, Restrained, Unconscious
  Senses Darkvision 120 ft., Passive Perception 12
  Languages The languages it knew in life
  Challenge 2 (450 XP)
  Consume Life. As a bonus action, the will-o’-wisp can target one 
  creature it can see within 5 feet of it that has 0 hit points and 
  is still alive. The target must succeed on a DC 10 Constitution 
  saving throw against this magic or die. If the target dies, the 
  will-o’-wisp regains 10 (3d6) hit points.
  Ephemeral. The will-o’-wisp can’t wear or carry anything.
  Incorporeal Movement. The will-o’-wisp can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Variable Illumination. The will-o’-wisp sheds bright light in a 5- 
  to 20-foot radius and dim light for an additional number of feet 
  equal to the chosen radius. The will-o’-wisp can alter the radius 
  as a bonus action.
  Actions
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d8) lightning damage.
  Invisibility. The will-o’-wisp and its light magically become 
  invisible until it attacks or uses its Consume Life, or until its 
  concentration ends (as if concentrating on a spell).
  Bone Devil
  Bone Devil
  Large fiend (devil), lawful evil
  Armor Class 19 (Natural Armor)
  Hit Points 142 (15d10 + 60)
  Speed 40 ft., fly 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  16 (+3)
  Saving Throws INT +5, WIS +6, CHA +7
  Skills Deception +7, Insight +6
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 12
  Languages Infernal, Telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three attacks: two with its claws 
  and one with its sting.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage.
  Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, 
  and the target must succeed on a DC 14 Constitution saving 
  throw or become poisoned for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Stone Juggernaut
  Stone Juggernaut
  Large construct, unaligned
  Armor Class 15 (Natural Armor)
  Hit Points 157 (15d10 + 75)
  Speed 50 ft., in one direction chosen at the start of its turn
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  1 (-5) 
  21 (+5) 
  2 (-4) 
  11 (+0) 
  3 (-4)
  Damage Immunities Poison; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Adamantine
  Condition Immunities Blinded, Charmed, Deafened, Exhaustion, 
  Frightened, Paralyzed, Petrified, Poisoned, Prone
  Senses Blindsight 120 ft., Passive Perception 10
  Languages --
  Challenge 12 (8,400 XP)
  Devastating Roll. The juggernaut can move through the space 
  of a prone creature. A creature whose space the juggernaut 
  enters for the first time on a turn must make a DC 17 Dexterity 
  saving throw, taking 55 (10d10) bludgeoning damage on a failed 
  save, or half as much damage on a successful one.
  Immutable Form. The juggernaut is immune to any spell or 
  effect that would alter its form.
  Regeneration. As long as it has 1 hit point left, the juggernaut 
  magically regains all its hit points daily at dawn. The juggernaut 
  is destroyed and doesn’t regenerate if it drops to 0 hit points.
  Siege Monster. The juggernaut deals double damage to objects 
  and structures.
  Actions
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large 
  or smaller creature, it must succeed on a DC 17 Strength saving 
  throw or be knocked prone.
  
  21
  21
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     |
  65. Underground Lake
  Crab
  Crab
  Tiny beast, unaligned
  Armor Class 11 (Natural Armor)
  Hit Points 2 (1d4)
  Speed 20 ft., swim 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (-4) 
  11 (+0) 
  10 (+0) 
  1 (-5) 
  8 (-1) 
  2 (-4)
  Skills Stealth +2
  Senses Blindsight 30 ft., Passive Perception 9
  Languages --
  Challenge 0 (10 XP)
  Amphibious. The crab can breathe air and water.
  Actions
  Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 
  Hit: 1 bludgeoning damage.
  Tomb Dwarf
  Tomb Dwarf
  Medium undead, neutral evil
  Armor Class 14 (Studded Leather)
  Hit Points 45 (6d8+18)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Poison
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft., Passive Perception 13
  Languages The languages it knew in life
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The wight makes two battleaxe attacks or two light 
  crossbow attacks. It can use its Life Drain in place of one light 
  crossbow attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) necrotic damage. The target must 
  succeed on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point maximum to 0.
  A humanoid slain by this attack rises 24 hours later as a zombie 
  under the wight’s control, unless the humanoid is restored to 
  life or its body is destroyed. The wight can have no more than 
  twelve zombies under its control at one time.
  Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  G'lyh'rul (Aboleth)
  G'lyh'rul (Aboleth)
  Medium undead, neutral evil
  Armor Class 17 (Natural Armor)
  Hit Points 135 (18d10 + 36)
  Speed 10 ft. swim 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  9 (-1) 
  15 (+2) 
  18 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws CON +6, INT +8, WIS +6
  Skills History +12, Perception +10
  Senses Darkvision 120 ft., Passive Perception 20
  Languages Deep Speech, Telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Amphibious. The aboleth can breathe air and water.
  Mucous Cloud. While underwater, the aboleth is surrounded 
  by transformative mucus. A creature that touches the aboleth 
  or that hits it with a melee attack while within 5 feet of it must 
  make a DC 14 Constitution saving throw. On a failure, the 
  creature is diseased for 1d4 hours. The diseased creature can 
  breathe only underwater.
  Probing Telepathy. If a creature communicates telepathically 
  with the aboleth, the aboleth learns the creature’s greatest 
  desires if the aboleth can see the creature.
  Actions
  Multiattack. The aboleth makes three tentacle attacks.
  Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a 
  creature, it must succeed on a DC 14 Constitution saving throw 
  or become diseased. The disease has no effect for 1 minute and 
  can be removed by any magic that cures disease. After 1 minute, 
  the diseased creature’s skin becomes translucent and slimy, the 
  creature can’t regain hit points unless it is underwater, and the 
  disease can be removed only by heal or another disease-curing 
  spell of 6th level or higher. When the creature is outside a body 
  of water, it takes 6 (1d12) acid damage every 10 minutes unless 
  moisture is applied to the skin before 10 minutes have passed.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 
  15 (3d6 + 5) bludgeoning damage.
  Enslave (3/Day). The aboleth targets one creature it can see 
  within 30 feet of it. The target must succeed on a DC 14 
  Wisdom saving throw or be magically charmed by the aboleth 
  until the aboleth dies or until it is on a different plane of 
  existence from the target. The charmed target is under the 
  aboleth’s control and can’t take reactions, and the aboleth and 
  the target can communicate telepathically with each other over 
  any distance.
  Whenever the charmed target takes damage, the target can 
  repeat the saving throw. On a success, the effect ends. No more 
  than once every 24 hours, the target can also repeat the saving 
  throw when it is at least 1 mile away from the aboleth.
  Legendary Actions
  The aboleth can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  aboleth regains spent legendary actions at the start of its turn.
  Detect. The aboleth makes a Wisdom (Perception) check.
  Tail Swipe. The aboleth makes one tail attack.
  Psychic Drain (Costs 2 Actions). One creature charmed by the 
  aboleth takes 10 (3d6) psychic damage, and the aboleth regains 
  hit points equal to the damage the creature takes.
  
  22
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  67. Hall of the Golden 
  Mastodon 1
  Spined Devil
  Spined Devil
  Small fiend (devil), lawful evil
  Armor Class 13 (Natural Armor)
  Hit Points 22 (5d6 + 5)
  Speed 20 ft., fly 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  8 (-1)
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 12
  Languages Infernal, Telepathy 120 ft.
  Challenge 2 (450 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Flyby. The devil doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Limited Spines. The devil has twelve tail spines. Used spines 
  regrow by the time the devil finishes a long rest.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes two attacks: one with its bite and 
  one with its fork or two with its tail spines.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  5 (2d4) slashing damage.
  Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  3 (1d6) piercing damage.
  Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire 
  damage.
  Bearded Devil
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class 13 (Natural Armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (-1) 
  11 (+0) 
  11 (+0)
  Saving Throws STR +5, CON +4, WIS +2
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 10
  Languages Infernal, Telepathy 120 ft.
  Challenge 3 (700 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Multiattack. The devil makes two attacks: one with its beard 
  and one with its glaive.
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 
  Hit: 6 (1d8 + 2) piercing damage, and the target must succeed 
  on a DC 12 Constitution saving throw or be poisoned for 1 
  minute. While poisoned in this way, the target can’t regain hit 
  points. The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) slashing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 
  12 Constitution saving throw or lose 5 (1d10) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 5 (1d10). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  
  23
  23
     |
     |
  Barbed Devil
  Barbed Devil
  Medium fiend (devil), lawful evil
  Armor Class 15 (Natural Armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  17 (+3) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  14 (+2)
  Saving Throws STR +6, CON +7, WIS +5, CHA +5
  Skills Deception +5, Insight +5, Perception +8
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 18
  Languages Infernal, Telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Barbed Hide. At the start of each of its turns, the barbed devil 
  deals 5 (1d10) piercing damage to any creature grappling it.
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: one with its 
  tail and two with its claws. Alternatively, it can use Hurl Flame 
  twice.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage.
  Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., one 
  target. Hit: 10 (3d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  Horned Devil
  Horned Devil
  Large fiend (devil), lawful evil
  Armor Class 18 (Natural Armor)
  Hit Points 178 (17d10 + 85)
  Speed 20 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  17 (+3) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  17 (+3)
  Saving Throws STR +10, DEX +7, WIS +7, CHA +7
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 13
  Languages Infernal, Telepathy 120 ft.
  Challenge 11 (7,200 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: two with its 
  fork and one with its tail. It can use Hurl Flame in place of any 
  melee attack.
  Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 10 (1d8 + 6) piercing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 
  17 Constitution saving throw or lose 10 (3d6) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 10 (3d6). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one 
  target. Hit: 14 (4d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  67. Hall of the Golden 
  Mastodon 2
  
  24
  24  |   
   |   
  Horned Devil
  Horned Devil
  Large fiend (devil), lawful evil
  Armor Class 18 (Natural Armor)
  Hit Points 178 (17d10 + 85)
  Speed 20 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   22 (+6) 
  17 (+3) 
  21 (+5) 
  12 (+1) 
  16 (+3) 
  17 (+3)
  Saving Throws STR +10, DEX +7, WIS +7, CHA +7
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Darkvision 120 ft., Passive Perception 13
  Languages Infernal, Telepathy 120 ft.
  Challenge 11 (7,200 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s 
  darkvision.
  Magic Resistance. The devil has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The devil makes three melee attacks: two with its 
  fork and one with its tail. It can use Hurl Flame in place of any 
  melee attack.
  Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 15 (2d8 + 6) piercing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 10 (1d8 + 6) piercing damage. If the target is a creature 
  other than an undead or a construct, it must succeed on a DC 
  17 Constitution saving throw or lose 10 (3d6) hit points at the 
  start of each of its turns due to an infernal wound. Each time 
  the devil hits the wounded target with this attack, the damage 
  dealt by the wound increases by 10 (3d6). Any creature can take 
  an action to stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target receives 
  magical healing.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one 
  target. Hit: 14 (4d6) fire damage. If the target is a flammable 
  object that isn’t being worn or carried, it also catches fire.
  Erinyes
  Erinyes
  Medium fiend (devil), lawful evil
  Armor Class 18 (Plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  18 (+4)
  Saving Throws DEX +7, CON +8, WIS +6, CHA +8
  Damage Resistances Cold; Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Damage Immunities Fire, Poison
  Condition Immunities Poisoned
  Senses Truesight 120 ft., Passive Perception 12
  Languages Infernal, Telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Hellish Weapons. The erinyes’s weapon attacks are magical and 
  deal an extra 13 (3d8) poison damage on a hit (included in the 
  attacks).
  Magic Resistance. The erinyes has advantage on saving throws 
  against spells and other magical effects.
  Actions
  Multiattack. The erinyes makes three attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands, plus 13 (3d8) poison 
  damage.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) 
  poison damage, and the target must succeed on a DC 14 
  Constitution saving throw or be poisoned. The poison lasts until 
  it is removed by the lesser restoration spell or similar magic.
  Reactions
  Parry. The erinyes adds 4 to its AC against one melee attack 
  that would hit it. To do so, the erinyes must see the attacker and 
  be wielding a melee weapon.
  67. Hall of the Golden 
  Mastodon 3
  
  25
  25
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  69. Mechanus Chain
  Pentadrone
  Pentadrone
  Large construct, lawful neutral
  Armor Class 16 (Natural Armor)
  Hit Points 32 (5d10 + 5)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  13 (+1)
  Skills Perception +4
  Senses Truesight 120 ft., Passive Perception 14
  Languages Modron
  Challenge 2 (450 XP)
  Axiomatic Mind. The pentadrone can’t be compelled to act in a 
  manner contrary to its nature or its instructions.
  Disintegration. If the pentadrone dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else it was 
  carrying.
  Actions
  Multiattack. The pentadrone makes five arm attacks.
  Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage.
  Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot 
  cone of gas. Each creature in that area must succeed on a DC 
  11 Constitution saving throw or be paralyzed for 1 minute. A 
  creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Quadrone
  Quadrone
  Medium construct, lawful neutral
  Armor Class 16 (Natural Armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Skills Perception +2
  Senses Truesight 120 ft., Passive Perception 12
  Languages Modron
  Challenge 1 (200 XP)
  Axiomatic Mind. The quadrone can’t be compelled to act in a 
  manner contrary to its nature or its instructions.
  Disintegration. If the quadrone dies, its body disintegrates 
  into dust, leaving behind its weapons and anything else it was 
  carrying.
  Actions
  Multiattack. The quadrone makes two fist attacks or four 
  shortbow attacks.
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  3 (1d4 + 1) bludgeoning damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  70. Armillary Sphere
  Nycaloth
  Nycaloth
  Large fiend (yugoloth), neutral evil
  Armor Class 18 (Natural Armor)
  Hit Points 123 (13d10 + 52)
  Speed 40 ft., fly 60 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  15 (+2)
  Skills Intimidation +6, Perception +4, Stealth +4
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Acid, Poison
  Condition Immunities Poisoned
  Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 
  14
  Languages Abyssal, Infernal, Telepathy 60 ft.
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The nycaloth’s innate spellcasting ability is 
  Charisma. The nycaloth can innately cast the following spells, 
  requiring no material components:
  • At will: darkness, detect magic, dispel magic, invisibility (self 
  only), mirror image
  Magic Resistance. The nycaloth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The nycaloth’s weapon attacks are magical.
  Actions
  Multiattack. The nycaloth makes two melee attacks, or it makes 
  one melee attack and teleports before or after the attack.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it 
  must succeed on a DC 16 Constitution saving throw or take 5 
  (2d4) slashing damage at the start of each of its turns due to a 
  fiendish wound. Each time the nycaloth hits the wounded target 
  with this attack, the damage dealt by the wound increases by 5 
  (2d4). Any creature can take an action to stanch the wound with 
  a successful DC 13 Wisdom (Medicine) check. The wound also 
  closes if the target receives magical healing.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 18 (2d12 + 5) slashing damage.
  Teleport. The nycaloth magically teleports, along with any 
  equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  
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  71. Lair of the Sewn Sisters
  Night Hags
  Night Hags
  Medium fiend, neutral evil
  Armor Class 17 (Natural Armor)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  15 (+2) 
  16 (+3) 
  16 (+3) 
  14 (+2) 
  16 (+3)
  Skills Deception +7, Insight +6, Perception +6, Stealth +6
  Damage Resistances Cold, Fire; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren’t Silvered
  Condition Immunities Charmed
  Senses Darkvision 120 ft., Passive Perception 16
  Languages Abyssal, Common, Infernal, Primordial
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The hag’s innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). She 
  can innately cast the following spells, requiring no material 
  components:
  • At will: detect magic, magic missile
  • 2/day each: plane shift (self only), ray of enfeeblement, sleep
  Magic Resistance. The hag has advantage on saving throws 
  against spells and other magical effects.
  Shared Spellcasting (Hag Coven). While all three members of 
  a hag coven are within 30 feet of one another, they can each 
  cast the following spells from the wizard’s spell list but must 
  share the spell slots among themselves. For casting these 
  spells, each hag is a 12th-level spellcaster that uses Intelligence 
  as her spellcasting ability. The spell save DC is 12 + the hag’s 
  Intelligence modifier, and the spell attack bonus is 4 + the hag’s 
  Intelligence modifier.
  • 1st level (4 slots): identify, ray of sickness
  • 2nd level (3 slots): hold person, locate object
  • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
  • 4th level (3 slots): phantasmal killer, polymorph
  • 5th level (2 slots): contact other plane, scrying
  • 6th level (1 slot): eyebite
  Actions
  Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Change Shape. The hag magically polymorphs into a Small or 
  Medium female humanoid, or back into her true form. Her 
  statistics are the same in each form. Any equipment she is 
  wearing or carrying isn’t transformed. She reverts to her true 
  form if she dies.
  Etherealness. The hag magically enters the Ethereal Plane from 
  the Material Plane, or vice versa. To do so, the hag must have a 
  heartstone in her possession.
  Nightmare Haunting (1/Day). While on the Ethereal Plane, the 
  hag magically touches a sleeping humanoid on the Material 
  Plane. A protection from evil and good spell cast on the target 
  prevents this contact, as does a magic circle. As long as the 
  contact persists, the target has dreadful visions. If these visions 
  last for at least 1 hour, the target gains no benefit from its rest, 
  and its hit point maximum is reduced by 5 (1d10). If this effect 
  reduces the target’s hit point maximum to 0, the target dies, 
  and if the target was evil, its soul is trapped in the hag’s soul 
  bag. The reduction to the target’s hit point maximum lasts until 
  removed by the greater restoration spell or similar magic.
  73. Trial of the Square
  Dust Mephit
  Dust Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 17 (5d6)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   5 (-3) 
  14 (+2) 
  10 (+0) 
  9 (-1) 
  11 (+0) 
  10 (+0)
  Skills Perception +2, Stealth +4
  Damage Vulnerabilities Fire
  Damage Immunities Poison
  Condition Immunities Poisoned
  Senses Darkvision 60 ft., Passive Perception 12
  Languages Auran, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a burst of 
  dust. Each creature within 5 feet of it must then succeed on a 
  DC 10 Constitution saving throw or be blinded for 1 minute. 
  A blinded creature can repeat the saving throw on each of its 
  turns, ending the effect on itself on a success.
  Innate Spellcasting. (1/Day). The mephit can innately cast 
  sleep, requiring no material components. Its innate spellcasting 
  ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d4 + 2) slashing damage.
  Blinding Breath (Recharge 6). The mephit exhales a 15- foot 
  cone of blinding dust. Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw or be blinded for 1 minute. 
  A creature can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  
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  74. Trial of the Pentagon
  Mister Threadneedle 
  Mister Threadneedle 
  (Scarecrow)
  (Scarecrow)
  Medium construct, chaotic evil
  Armor Class 11
  Hit Points 36 (8d8)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  13 (+1) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  13 (+1)
  Damage Vulnerabilities Fire
  Damage Resistances Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Poisoned, Unconscious
  Senses Darkvision 60 ft., Passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 1 (200 XP)
  False Appearance. While the scarecrow remains motionless, it is 
  indistinguishable from an ordinary, inanimate scarecrow.
  Actions
  Multiattack. The scarecrow makes two claw attacks.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, 
  it must succeed on a DC 11 Wisdom saving throw or be 
  frightened until the end of the scarecrow’s next turn.
  Terrifying Glare. The scarecrow targets one creature it can 
  see within 30 feet of it. If the target can see the scarecrow, the 
  target must succeed on a DC 11 Wisdom saving throw or be 
  magically frightened until the end of the scarecrow’s next turn. 
  The frightened target is paralyzed.
  75. Trial of the Hexagon
  Wereboar
  Wereboar
  Medium humanoid (human, shapechanger), neutral evil
  Armor Class 10 In Humanoid Form, 11 In Boar Or Hybrid Form
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., 40 ft. in boar form
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  8 (-1)
  Skills Perception +2
  Damage Immunities Bludgeoning, Piercing, and Slashing from 
  Nonmagical Attacks that aren’t Silvered
  Senses Passive Perception 12
  Languages Common (can’t speak in boar form)
  Challenge 4 (1,100 XP)
  Shapechanger. The wereboar can use its action to polymorph 
  into a boar-humanoid hybrid or into a boar, or back into its true 
  form, which is humanoid. Its statistics, other than its AC, are 
  the same in each form. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies.
  Charge (Boar or Hybrid Form Only). If the wereboar moves 
  at least 15 feet straight toward a target and then hits it with 
  its tusks on the same turn, the target takes an extra 7 (2d6) 
  slashing damage. If the target is a creature, it must succeed on 
  a DC 13 Strength saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the 
  wereboar takes 14 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The wereboar 
  makes two attacks, only one of which can be with its tusks.
  Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning 
  damage.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 
  damage. If the target is a humanoid, it must succeed on a 
  DC 12 Constitution saving throw or be cursed with wereboar 
  lycanthropy.
  
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  77. Death God's Nursery
  Atropal
  Atropal
  Huge undead (titan), neutral evil
  Armor Class 7
  Hit Points 225 (18d12 + 108)
  Speed 0 ft., fly 50 ft. hover
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   19 (+4) 
  5 (-3) 
  22 (+6) 
  25 (+7) 
  19 (+4) 
  24 (+7)
  Saving Throws CON +11, WIS +9
  Damage Vulnerabilities Radiant
  Damage Immunities Cold, Necrotic; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks
  Condition Immunities Exhaustion, Frightened, Paralyzed, 
  Poisoned, Prone
  Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 
  14
  Languages understands Celestial but utters only obscene 
  nonsense
  Challenge 13 (10,000 XP)
  Magic Resistance. The atropal has advantage on saving throws 
  against spells and other magical effects.
  Negative Energy Aura. Creatures within 30 feet of the atropal 
  can’t regain hit points, and any creature that starts its turn 
  within 30 feet of the atropal takes 10 (3d6) necrotic damage.
  If the atropal is struck by a vorpal sword, the wielder can cut 
  the atropal’s umbilical cord instead of dealing damage. If its 
  umbilical cord is cut, the atropal loses this feature.
  Turn Resistance Aura. The atropal and any other undead 
  creature within 30 feet of it has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 10 (3d6) necrotic damage.
  Ray of Cold. Ranged Spell Attack: +12 to hit, range 120 ft., one 
  target. Hit: 21 (6d6) cold damage.
  Life Drain. The atropal targets one creature it can see within 
  120 feet of it. The target must succeed on a DC 19 Constitution 
  saving throw, taking 36 (8d8) necrotic damage on a failed 
  save, or half as much damage on a successful one. The atropal 
  regains a number of hit points equal to half the amount of 
  damage dealt.
  Summon Wraith (Recharge 6). The atropal summons a wraith, 
  which materializes within 30 feet of it in an unoccupied space it 
  can see. The wraith obeys its summoner’s commands and can’t 
  be controlled by any other creature. The wraith vanishes when it 
  drops to 0 hit points or when its summoner dies.
  Legendary Actions
  The atropal can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’s turn. The 
  atropal regains spent legendary actions at the start of its turn.
  Touch. The atropal makes a touch attack.
  Ray of Cold (Costs 2 Actions). The atropal uses its Ray of Cold.
  Wail (Costs 3 Actions). The atropal lets out a withering wail. Any 
  creature within 120 feet of the atropal that can hear the wail 
  must succeed on a DC 19 Constitution saving throw or gain 1 
  level of exhaustion.
  
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  Acererak
  Acererak
  Medium undead, neutral evil
  Armor Class 21 (Natural Armor)
  Hit Points 285 (30d8 + 150)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  16 (+3) 
  20 (+5) 
  27 (+8) 
  21 (+5) 
  20 (+5)
  Saving Throws CON +12, INT +15, WIS +12
  Skills Arcana +22, History +22, Insight +12, Perception +12, 
  Religion +15
  Damage Resistances Cold, Lightning
  Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks
  Condition Immunities Blinded, Charmed, Deafened, Exhaustion, 
  Frightened, Paralyzed, Petrified, Poisoned, Stunned
  Senses Truesight 120 ft., Passive Perception 22
  Languages Abyssal, Common, Draconic, Dwarvish, Elvish, 
  Giant, Infernal, Primordial, Undercommon
  Challenge 23 (50,000 XP)
  Special Equipment. Acererak carries the Staff of the Forgotten 
  One. He wears a talisman of the sphere and has a sphere of 
  annihilation under his control.
  Legendary Resistance (3/Day). If Acererak fails a saving throw, 
  he can choose to succeed instead.
  Rejuvenation. Acererak’s body turns to dust when he drops to 
  0 hit points, and his equipment is left behind. Acererak gains 
  a new body after 1d10 days, regaining all his hit points and 
  becoming active again. The new body appears within 5 feet of 
  Acererak’s phylactery, the location of which is hidden.
  Spellcasting. Acererak is a 20th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 23, +15 to hit 
  with spell attacks). Acererak has the following wizard spells 
  prepared:
  • Cantrips (at will): mage hand, ray of frost, shocking grasp
  • 1st level (at will): ray of sickness, shield
  • 2nd level (at will): arcane lock, knock
  • 3rd level (at will): animate dead, counterspell
  • 4th level (3 slots): blight, ice storm, phantasmal killer
  • 5th level (3 slots): cloudkill, hold monster, wall of force
  • 6th level (3 slots): chain lightning, circle of death, disintegrate
  • 7th level (3 slots): finger of death, plane shift, teleport
  • 8th level (2 slots): maze, mind blank
  • 9th level (2 slots): power word kill, time stop
  Turn Resistance. Acererak has advantage on saving throws 
  against any effect that turns undead.
  Actions
  Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) cold damage, and the target must 
  succeed on a DC 20 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success.
  Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic 
  damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) 
  necrotic damage when used with two hands.
  Invoke Curse. While holding the Staff of the Forgotten One, 
  Acererak expends 1 charge from it and targets one creature he 
  can see within 60 feet of him. The target must succeed on a DC 
  23 Constitution saving throw or be cursed. Until the curse is 
  ended, the target can’t regain hit points and has vulnerability to 
  necrotic damage. Greater Restoration, remove curse or similar 
  magic ends the curse on the target.
  Legendary Actions
  Acererak can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Acererak 
  regains spent legendary actions at the start of his turn.
  At-Will Spell. Acererak casts one of his at-will spells.
  Melee Attack. Acererak uses Paralyzing Touch or makes one 
  melee attack with his staff.
  Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on 
  one creature he can see within 10 feet of him. The target must 
  succeed on a DC 20 Wisdom saving throw against this magic 
  or become frightened for 1 minute. The frightened target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a target’s saving throw is 
  successful or the effect ends on it, the target is immune to 
  Acererak’s gaze for the next 24 hours.
  Talisman of the Sphere (Costs 2 Actions). Acererak uses his 
  talisman of the sphere to move the sphere of annihilation under 
  his control up to 90 feet.
  Disrupt Life (Costs 3 Actions). Each creature within 20 feet of 
  Acererak must make a DC 20 Constitution saving throw against 
  this magic, taking 42 (12d6) necrotic damage on a failed save, 
  or half as much damage on a successful one.
  
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  78. Chapel of Hate
  Zalder Faelrond (Knight)
  Zalder Faelrond (Knight)
  Medium humanoid (human), lawful good
  Armor Class 10 
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Saving Throws CON +4, WIS +2
  Senses Passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Brave. The knight has advantage on saving throws against being 
  frightened.
  Actions
  Multiattack. The knight makes two melee attacks.
  Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 4 bludgeoning damage.
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  the knight can utter a special command or warning whenever a 
  nonhostile creature that it can see within 30 feet of it makes an 
  attack roll or a saving throw. The creature can add a d4 to its roll 
  provided it can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This effect ends 
  if the knight is incapacitated.
  Reactions
  Parry. The knight adds 2 to its AC against one melee attack that 
  would hit it. To do so, the knight must see the attacker and be 
  wielding a melee weapon.
  Nothic
  Nothic
  Medium aberration, neutral evil
  Armor Class 15 (Natural Armor)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  16 (+3) 
  16 (+3) 
  13 (+1) 
  10 (+0) 
  8 (-1)
  Skills Arcana +3, Insight +4, Perception +2, Stealth +5
  Senses Truesight 120 ft., Passive Perception 12
  Languages Undercommon
  Challenge 2 (450 XP)
  Keen Sight. The nothic has advantage on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. The nothic makes two claw attacks.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage.
  Rotting Gaze. The nothic targets one creature it can see within 
  30 feet of it. The target must succeed on a DC 12 Constitution 
  saving throw against this magic or take 10 (3d6) necrotic 
  damage.
  Weird Insight. The nothic targets one creature it can see within 
  30 feet of it. The target must contest its Charisma (Deception) 
  check against the nothic’s Wisdom (Insight) check. If the nothic 
  wins, it magically learns one fact or secret about the target. The 
  target automatically wins if it is immune to being charmed.
  80. Red Library
  Mr. Fox (Arcanaloth)
  Mr. Fox (Arcanaloth)
  Medium fiend (yugoloth), neutral evil
  Armor Class 17 (Natural Armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft., fly 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   17 (+3) 
  12 (+1) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  17 (+3)
  Saving Throws DEX +5, INT +9, WIS +7, CHA +7
  Skills Arcana +13, Deception +9, Insight +9, Perception +7
  Damage Resistances Cold, Fire, Lightning; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Acid, Poison
  Condition Immunities Charmed, Poisoned
  Senses Truesight 120 ft., Passive Perception 17
  Languages All, Telepathy 120 ft.
  Challenge 12 (8,400 XP)
  Innate Spellcasting. The arcanaloth’s innate spellcasting ability 
  is Charisma (spell save DC 15). The arcanaloth can innately cast 
  the following spells, requiring no material components:
  • At will: alter self, darkness, heat metal, invisibility (self only), 
  magic missile
  Magic Resistance. The arcanaloth has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The arcanaloth’s weapon attacks are magical.
  Spellcasting. The arcanaloth is a 16th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 to hit 
  with spell attacks). The arcanaloth has the following wizard 
  spells prepared:
  • Cantrips (at will): fire bolt, mage hand, minor illusion, 
  prestidigitation
  • 1st level (4 slots): detect magic, identify, shield, Tenser’s floating 
  disk
  • 2nd level (3 slots): detect thoughts, mirror image, phantasmal 
  force, suggestion
  • 3rd level (3 slots): counterspell, fear, fireball
  • 4th level (3 slots): banishment, dimension door
  • 5th level (2 slots): contact other plane, hold monster
  • 6th level (1 slot): chain lightning
  • 7th level (1 slot): finger of death
  • 8th level (1 slot): mind blank
  Actions
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 
  14 Constitution saving throw, taking 10 (3d6) poison damage 
  on a failed save, or half as much damage on a successful one.
  Teleport. The arcanaloth magically teleports, along with 
  any equipment it is wearing or carrying, up to 60 feet to an 
  unoccupied space it can see.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 5 - Encounter Sheets.pdf